Civilian Movement

Please post your wish lists for future updates and releases here.

Moderator: MOD_Flashpoint

Post Reply
User avatar
calgar
Posts: 123
Joined: Thu Jan 05, 2012 2:07 am

Civilian Movement

Post by calgar »

Hey all,

some thought that crossed my mind. Others have mentioned it too.

How about an option to set the remaining population in different cities in the Scen Editor? Could work as follows

Soviets, shelling and near by combat makes Civilian Counter appear in the urban area. Depending on the population density, more yellow counter with more "Displaced Person" sub-units show up. They try to move along roads to the western Map edge and leave the Map.

Once they move into the same Hex as an BLUFOR or REDFOR unit, they delay them in the same manner as obstacles.

Interaction with the civilians could mean:

- To set up Traffic control units at an crossing, to channel the DPs into a favorable direction.
- HUMINT-units can extract Intel
- PsyOp units can delay and reduce the creation of these counters.

This could also be an interesting basis for a hypothetical COIN add-on in the very far far future. [8D]

Regards,

A
User avatar
CapnDarwin
Posts: 9575
Joined: Sat Feb 12, 2005 3:34 pm
Location: Newark, OH
Contact:

RE: Civilian Movement

Post by CapnDarwin »

We have had a number of discussions in-house on the subject of civilian traffic. One of many nice to have features once we establish the core game engine and have it running the way we want. We welcome your ideas and suggestions on how to best implement them in game.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
User avatar
calgar
Posts: 123
Joined: Thu Jan 05, 2012 2:07 am

RE: Civilian Movement

Post by calgar »

Just adding my two cent here, I wanted to creat a place where people can share their ideas on this.

Traffic control could work like Bridging currently does. A dialog appears with the possible directions (=roads) and the player chooses where to send them.

Soviet Propaganda Shells could even increase DP density and the rate they show up.[:D]

A
User avatar
CapnDarwin
Posts: 9575
Joined: Sat Feb 12, 2005 3:34 pm
Location: Newark, OH
Contact:

RE: Civilian Movement

Post by CapnDarwin »

Where this becomes a pain to implement is dealing with the wide range of timing challenges. When the flag drops, civis near the battle line are going to be running away in any direction. The Soviet forces are not likely to slow down. Same with NATO out of the gate. As you move away from the frontlines you would have more of a chance to control the flow. I think civilian markers would be very scenario dependant and the game would need to support the wide range of situations without becoming a traffic management sim.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
Post Reply

Return to “Requested Features and Ideas”