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Exit Zones


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Exit Zones were added to CM: Afghanistan. This allows units to exit off the map and denny Victory Points to the enemy. Unlike the "gamey" approach of CMx1, where you could exit anytime you wanted to, the Exit Zones are explicitly included by the scenario designer.

As a rule, if we add something to the CMx2 engine it will be available for all future CMx2 games. The only time this isn't the case is when that feature is not correct for a particular game. Which is true for any feature, new or old.

Steve

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Exit Zones were added to CM: Afghanistan. This allows units to exit off the map and denny Victory Points to the enemy. Unlike the "gamey" approach of CMx1, where you could exit anytime you wanted to, the Exit Zones are explicitly included by the scenario designer.

As a rule, if we add something to the CMx2 engine it will be available for all future CMx2 games. The only time this isn't the case is when that feature is not correct for a particular game. Which is true for any feature, new or old.

Steve

However, in CM:Afghanistan the scenario designer cannot assign victory points for exiting units off the map. Will this be corrected in CM:BN?

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I have assigned touch objectives for the exit zones which allows me to assign victory points for exiting the map.

However, why are these workarounds needed? Why not just implement the functionality to assign victory points for reaching an exit zone?

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However, why are these workarounds needed?

Those workarounds are needed because you're hacking the system to do something it wasn't designed to do. It works as designed, it's just that the way it's been designed isn't the way you wanted it to be.

Demanding BFC change the design to suit your mores probably isn't a winning approach ;)

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How do you actually use EXIT ZONES out of interest ? I was playing CMSF 3:10 TO YUMA yesterday and placing unit(s) on an EXIT ZONE and as far off the map as possible had no effect ... the POINTS TALLY at the end confirmed this. Units appear to just sit in the zone.

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CMSF had no functional exit zones. A number of designers - including me - designated objective zones on the edge of maps and called them exit zones, but they really weren't.

Exit objectives in CMBN have been described upthread and elsewhere. Basically, there are three components;

1) select a side, and paint a terrain terrain objective for it. Set it to be an Exit objective. It doesn't have to be on the edge of a map, but presumably it's be an exceptional scenario in which they weren't.

2) For the same side, go to the unit editor, and set one or more units as Unit Objectives.

3) for the other side, go to the unit objectives part of the editor, and assign some points for the units identified in step 2).

Durng play, any units from step 2) that remain on the map at the end of the game score points - up to the total in step 3) - for the other side. They might be on the map because they were destroyed, or because the owning player just couldn't get them off. The reason doesn't matter, just that they're on-map (or, rather, not offmap) at the end of the game.

A concrete example; assume the US player has an exit zone, and two Shermans identified as units to exit. The German player stands to score 50 points for those two vehicles. During play the German player destroyes one of the Shermans, but the other just scoots off with 35 seconds to spare. In the final scoring, the German scores 25 points for the one he destroyed, and loses the other 25 for the one that escaped.

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I havent played CM:A, so I'm wondering exactly how it works when units that enter the exit zone disappear? Does it happen instantly or at the end of the turn in WeGo? Do they have to stop or can they be on the move? Do units that haven't been assigned with exit objectives still disappear if they enter the exit zone?

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