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Simplified Attack Order

Posted: Sun Aug 07, 2005 4:23 am
by John21b
I know it's to late for COTA but I have a request. Can the Attack option be coded so that you plot the path and designate the Reorganization/Depoly for attack node location (like it is currently) and then set a time for the attack to start? I otherwords as a commander I say take this path, set up here and at 0445 start the attack on Obj A. Currently I have to guess when to start moving a Bn etc to get it in place to due a dawn attack etc. Just wondering if this would make a good added feature for the 3rd game or maybe if the mission planning changes in COTA had something like this in place. Thanks for the oppurtunity to put something out there.

RE: Simplified Attack Order

Posted: Sun Aug 07, 2005 10:35 am
by JeF
IIRC, this is a feature requested some time ago. Very usefull for synchronizing attacks.

As far as I know, it is not as simple as one can state, because the AI has to cope with "real life" problems like : irrealistic schedule, unforeseen events, etc...

BTW, as you add more parameter to the order, I wouldn't call it ... simplified. [;)]

JeF.

RE: Simplified Attack Order

Posted: Sun Aug 07, 2005 2:54 pm
by John21b
ORIGINAL: JeF

IIRC, this is a feature requested some time ago. Very usefull for synchronizing attacks.

As far as I know, it is not as simple as one can state, because the AI has to cope with "real life" problems like : irrealistic schedule, unforeseen events, etc...

BTW, as you add more parameter to the order, I wouldn't call it ... simplified. [;)]

JeF.

But it would be 'Simplified' for me [8D]

RE: Simplified Attack Order

Posted: Mon Aug 08, 2005 12:46 am
by Arjuna
John,

Thanks for your post. I trust you're keeping your head down over there.

It's a good suggestion and one that is on the wish list. As JeF says it is not as straight forward as you might think. It's always easy to provide the human player with a feature than it is to provide the AI controlled force with the same capability. But having said that we will consider this feature for Battles from the Bulge ( BFTB ). In fact I have been musing over the need for two time settings. The first for a "No move before" and the second for the HHour for the Assault.

A lot of issues need to be worked through, though. For instance what do we do when the time set is unrealistic. How do we handle the need to slip the time say of the HHour if the units haven't yet reached the FUP. Do we do so automatically? If not, what interface do we use to alert the Player? If the time set is a long way off and the units reach their positions early, do they just go on hold or do you want to crib time if possible ( ie bring the HHour forward ).

One option is to provide controls for the Player to "synch timings" and then specify either an actual time or a synch type such as "Earliest possible".

Enough musing. Back to COTA, Dave. Back...back.

RE: Simplified Attack Order

Posted: Mon Aug 08, 2005 2:29 am
by John21b
Darn, all good points! [:@] I code business systems when the Army doesn't have a hold of me so I have a good crasp of users expectatons and the 'Why can't you code that' view.

By the why Panther Games entertains me two ways over here, my down time is split between HTTR on my work laptop (Mil IT folks haven't found it yet [;)] and in my living area I have Trial of Strength laid out. I usually manage about 1.5 hours a night in down status. The games are my decompression device, thanks!

Guess I could change my signature now that I've fit in a little gamming.