SOP for Default behaviour when spotting unit

Master grand tactical combat as a Cold War force commander in this data-rich simulation. Plan and issue orders in asynchronous WEGO turns, leveraging real-world maps and complex features like Electronic Warfare and Air Assaults to outthink your enemy.

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DIVM
Posts: 107
Joined: Tue Mar 19, 2024 6:04 am

SOP for Default behaviour when spotting unit

Post by DIVM »

There are SOP settings and stand-off hexes to have units react to fire and keep a distance from enemies; but none to what to do when spotting a unit while
Moving (unless it violates the stand-off range).

I think it would help immensely to implement small tweaks in their SOP and behaviors to allow simple and very rational reactions to units when spotting enemy units while moving:
-Keep current action (as it is currently)
-Move to closer concealed position (but not towards spotted enemy).
-Stop inmediately and wait for new orders.
-Move towards enemy.
SgtZdog
Posts: 218
Joined: Sat Aug 26, 2023 3:05 pm

Re: SOP for Default behaviour when spotting unit

Post by SgtZdog »

Unfortunately this is not a simple thing that can be set via SOP. Move to concealed position is essentially stand-off behavior (it will prefer a concealed position near blue units within your standoff radius, preferring the max distance of that standoff). Stop immediately is nearly always going to be a bad idea as it will generally mean stopping in the open or will be similar to standoff with a delay of movement (whether standoff results in the above or this behavior is contextual). Move Toward Enemy would be something like a Sweep & Clear order that would have some value to add to the game, but is a clearly different commander's intent from Assault and Move Delib, so it needs to be an order, not a SOP setting.
Kevin
Programmer at On Target Simulations
PeterStep
Posts: 59
Joined: Fri Nov 22, 2019 5:46 pm

Re: SOP for Default behaviour when spotting unit

Post by PeterStep »

So to clarify something here based on observed behaviour, if stand off is set to 6 a unit will withdraw to a chosen location a further 6 hexes away? Meaning it could be 12 hexes from the triggering enemy unit. I want to find away of keeping unit out of range of enemy fire (say 2000m) but within range of own weapons (say 4000m) but units seem to scoot far further than necessary. Any offers?
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