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Minefields?

Posted: Tue Mar 01, 2022 6:40 pm
by Capt Cliff
Why are there no minefields? Good way to slow an advance!

Re: Minefields?

Posted: Tue Mar 01, 2022 9:20 pm
by warnevada
This came up in Alpha testing. Vic felt that it would complicate the logic too much. You would have to give units the ability to plant mines and to clear mines. Once planted, which units know the mines are present? Which units know the layout of the minefield so they can pass through the hex? You would need to add mine detection equipment to some units rosters and allow slower mine clearing for units without detection equipment. What are the odds of hitting a mine, for vehicles, for men?

Re: Minefields?

Posted: Thu Mar 03, 2022 6:54 pm
by Capt Cliff
warnevada wrote: Tue Mar 01, 2022 9:20 pm This came up in Alpha testing. Vic felt that it would complicate the logic too much. You would have to give units the ability to plant mines and to clear mines. Once planted, which units know the mines are present? Which units know the layout of the minefield so they can pass through the hex? You would need to add mine detection equipment to some units rosters and allow slower mine clearing for units without detection equipment. What are the odds of hitting a mine, for vehicles, for men?
So you are saying the program AI can't handle mines. But with a human vs human it could? Then deactivate mines with an AI opponent or have the mines not affect an AI opponent. No mines is a PBJ with no J!

Re: Minefields?

Posted: Tue Mar 08, 2022 8:59 pm
by warnevada
No, I'm saying that a lot of logic would need to be added to the combat/movement routines to handle mines for relatively little effect on the game.

Re: Minefields?

Posted: Wed Mar 09, 2022 10:09 am
by Vic
In many ways entrenchment already assumes the usage of minefields, however the effect here is not permanent. This is the same for entrenchment in general, anything build up will be lost when moving. Having some more permanancy to this is something on the drawing board for next engine versions.