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Mud

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Posts posted by Mud

  1. Originally posted by RedMike:

    The trouble with Linux is the whole open source thing I guess. Devs don't like it. [/QB]

    CM:SF wouldn't have to be open unless it incorporated software that had a viral license.

    Linux -is- heavily forked, however -- resulting in fun-fun compatibility issues and headaches from the multitude of packaging systems; and seems quite likely to have a user base that is disproportionately averse to buying software. Plus, due to the fact that most commercial games aren't available, gamers that use Linux also are fairly likely to dual-boot or use another system.

    Adding support for more OSes would also require finding qualified beta-testers who have those platforms.

  2. Originally posted by generaljon:

    in the training mission 2,where all strykers are immobilised,i can't get them to fire on the 3 tanks in the distance.I targeted the normally, but they only fire MG's????WHY?!

    The Javelins aren't meant to be fired from inside the vehicle.

    Select passengers.

    'Acquire' -- Javelin command module.

    'Acquire' -- 1-3 Javelin ATGMs.

    Disembark.

    Target tank with the infantry.

  3. Should work, provided there's no ambiguity -- theoretically, you could give Javelins to two teams which would both fit in one vehicle, I believe. Obvious non-UI-workaround is to move in one team at a time. *shrug*

    That leaves the case of ditching gear to live -- eg. not taking the time to pack up a currently-deployed machine gun or ATGM launcher system if bothering to pack it means you'll die, judging from the AH-64 that's currently strafing in your direction or the heavy spotting rounds landing right near by, or so forth.

    If I understand correctly, non-deployed heavy weapons systems aren't directly a problem when fleeing, because they don't reduce max speed -- just increased fatigue rates -- and dropping the system won't help fleeing unless you have to run far enough that the fatigue kicks in. A deployed system, however, reduces speed to zero while re-packing, which is a bit more immediately dangerous.

  4. Originally posted by gibsonm:

    How about you plan BEFORE you get out and only take what you need ????

    WTF take a Javelin if you are clearing a building ????

    You can pick up to 3 in an Acquire. Once picked up, you can't drop them.

    If you don't know how many it's going to take to destroy a particular target that you expect to be fairly tough (ex. SF HQ in Mission 2... or a vehicle that you might actually *miss*), you have a few choices.

    -Pick up one at a time, making multiple trips in and out of the vehicle. This seems slightly silly, and is probably inefficient in WEGO.

    -Have multiple squads each pick up a CLU and Javelin, and likely burden some squads with an unused missile -- but at least it'll be only one.

    -Pick up multiple, and risk having to carry around 'extra' missiles until you either need to expend them, or until the scenario ends.

    -Magically guess the exact number you'll need to use.

  5. Letting enemy troops take heavy equipment off your corpses seems to be a strictly inferior choice to letting enemy troops take heavy equipment from the location you just vacated.

    It's especially inferior if the equipment isn't as useful because it's out of ammo (ex. heavy AT-14 launcher, no missiles) or because you also set demo charges or called in 155mm before you left. There are options.

  6. Originally posted by theFightingSeabee:

    Mud, I think the the first idea would only work with choppers. They will often cover convoys or other formations, but as far as fixed wing jets, they won't just drop bombs with friendlies in the area without an exact point to attack. I like the second idea with the choppers too. It just seems like an apache has different capabilities than a fast mover.

    I had in mind things like the guns on an AH-64 for this, although it may make sense for AC-130's -- haven't checked that, or whether they're even available -- or, if they're added in at some point, UAVs.

    It'd also have to be balanced in terms of total endurance, so that a scenario designer could impose -some- limit if the player's forces aren't the only priority for the air assets.

  7. For at least some of the aircraft models, seems it'd make sense to allow designation of an area in which the air support is to make a pass through (in terms of area covered, not in the strict sense of overflight) while engaging targets of opportunity, without designating specific target.

    Or to engage multiple point targets within a particular vicinity, but without actually directing them to obliterate all the area in between unless it seems appropriate.

  8. Surely the "Americans" outside the base are merely Communist infiltrators out to destroy baseball, apple pie, and the purity of your essence.

    I'm slightly surprised I haven't seen any Uncon-Uncon city scenarios (think Lebanese civil war, say) or really silly concept maps (like two mechanized forces racing -- most points for crossing your own checkpoints, with intersecting tracks and perhaps a non-point detour to an overlook), but perhaps the crowd here has too much taste for that. tongue.gif

  9. One could summarize quite a bit, and provide a reasonable allowance for estimation error (would an Uncon necessarily even *know* the weight of the warhead on his RPG-7, or how much of what type of armor is facing him on various parts the Stryker?), if there were rough indicators of hit/kill likelihoods.

    Doesn't have to be all that accurate -- in particular, untrained troops early in the conflict might plausibly over/under-estimate their own effectiveness, or that of the enemy. A scared, untrained soldier might think that -nothing- he could do would work.

    Doesn't have to be precise to be useful -- just enough to suggest that a shot probably wouldn't be effective (too close to arm, too far, too good cover/concealment, too effective armor, whatever) or whether the unit would think it'd be a reasonable shot to try.

    It's more important while units are either rarely or never auto-unhide, making ambushes a bit tricky, and when units will willingly obey even fairly stupid targeting orders, or continue them when they're no longer valid (ex. a dismounted squad targeting a buttoned T72 from 500m away, that just missed with their only Javelin -- continuing on to small-arms fire is largely pointless).

    An extension would be the opposite -- estimation of threat level (ex. querying your M1 crew as to whether they think the RPG team spotted 500m away is a significant threat to the M1) -- which again would be an estimation.

  10. Originally posted by The Louch:

    Hot starts are fine, reinforcements spawning on top of other side's troops or right into an on going fire-fight is not ... "Allahs Fist" comes to mind here, where an entire Coy of T-72s spawns right on top of an Abrams platoon... worst 90seconds in Combat Mission history ever :mad:

    Reminds me of the 'Sherwood Fusiliers' scenario in CMBO. If you're willing to tolerate heavy initial losses as the Germans, and playing the not-quite-prepared-for-this AI, you can charge hard enough to shatter the initial British line -- and be in position beside the road where the column of reinforcements shows up. Not pretty.
  11. Originally posted by Michael Emrys:

    Perhaps a frutiful approach to that problem would be to have a command "Advance along this line until you have LOS to that point then stop." Something like that already exists with the hulldown command for vehicles, except it needs to be made to work better.

    And there's already code to select point / line / area on the map in CM:SF.

    "The enemy is probably going to come down that road in the distance. Advance up this slope until you're in position to shoot at 'em when they do" seems to be a not implausible directive. It's not possible right now, because LOS is abstracted (sometimes through terrain). So unless you're willing to babysit one unit, constantly check LOF (which differs from LOS), and abort the move order ASAP (in WEGO?), while losing all awareness of the rest of the battlefield...

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