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tkobo
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#1 Post by tkobo » Jul 23 2002

okay ,the slowest time passage setting is 1 day right ?
Does this mean that a unit will bascially be able to attack another unit once per day ?

Will one unit automatcially control the hex and push the other unit out of it,based on the combat results ?

If a unit is pushed from the hex it controlled ,will it be given a defensive penalty on the next possible following attacK ?

Can there be a combat result that leaves the contested hex uncontrolled by either combatant?

Do units have a "facing" ?
Any bonuses or penalties tied to different "facing" situations?

Will there be airfields ?
Can air units be trapped on an airfield and unable to be used due to damage to the airfield ?

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George Geczy
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#2 Post by George Geczy » Jul 24 2002

Hmmm, was that more than one question?

OK, here goes:

Q: okay ,the slowest time passage setting is 1 day right ? Does this mean that a unit will bascially be able to attack another unit once per day ?
A: Actually, not quite - there are a number of time 'slices' per day. Currently 400, in fact. There 'can' be a combat and/or movement in each time slice. That does not mean that there 'is' combat in each slice, just that it could happen in any slice; as well, a single engagment could easily take 100-200 'slices' just to be decided (ie until a unit retreats or is destroyed, etc). A unit on the move could actually engage a number of different enemy units in a single day.

Q: Will one unit automatcially control the hex and push the other unit out of it,based on the combat results ?
A: Yes - only one non-allied player allowed in a hex; if the battle is one, the new player moves in and the old one moves out.

Q: If a unit is pushed from the hex it controlled ,will it be given a defensive penalty on the next possible following attacK ?
A: A number of penalties (morale, efficiency, etc) would follow a retreat.

Q: Can there be a combat result that leaves the contested hex uncontrolled by either combatant?
A: Yes a no - it could be that both parties get killed off or something similar, but then the hex retains its previous ownership.

Q: Do units have a "facing" ? Any bonuses or penalties tied to different "facing" situations?
A: This is planned, that facing is a bonus and attacks on the sides or rear are more damaging. This is to simulate the extra damage taken when a unit is attacked from two different directions at once.

Q: Will there be airfields ? Can air units be trapped on an airfield and unable to be used due to damage to the airfield ?
A: Yes there are airfields. It is currently not decided what happens to an air unit when its airfield is damaged and/or destroyed.

-- George.

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#3 Post by 3iff » Jul 25 2002

Is it possible that units can run out of ammo during battles?

Or do you intend a supply system that assumes they have enough for at least one days fighting and can be re-supplied at the end of the day?

(I know supply is a nightmare!)

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#4 Post by tkobo » Jul 25 2002

If possible I think having different stages of damage equal different capabilities of handling different types of aircraft would work really well and be realistic for airfields.

Break the aircraft down into 3 or 4 groups, each with a set of landing facility requirements.

Represent these requirements by size and amount of usable runway.

Make it so that each certain amount of damage lowers the runways capability a level.
.

Undamaged= large runways able to handle anything including shuttles.

small damage =large aircraft like transports down only

medium damage= medium aircraft like fighters down only

large damage= vtol and stol aircraft only




Can units be moved by other units ?
I remember talk about moving infrantry with trucks.
How about larger units ?
Can helecopters move tanks and artilary?
Can units be moved by other units even if the units being moved have no population asigned to them ?

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Balthagor
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#5 Post by Balthagor » Jul 25 2002

On 2002-07-25 01:24, 3iff wrote:
Is it possible that units can run out of ammo during battles?
Absolutely! If you check out the supply model (http://www.bgforums.com/viewtopic.php?t ... &forum=2&6) you will notice that we do not actually track ammunition. We take supplies as a hole. If a unit is running out of supplies, it might only have enough supplies to make it through a certain number of “slices” before running out. We calculate the consumption of supplies a number of times per turn (not sure exactly how often) so if it comes up zero it has no supplies. Now, if you have a supply truck near enough or are near one of your supply depots, this shouldn’t happen.
Chris Latour
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#6 Post by Balthagor » Jul 25 2002

Q: Can units be moved by other units? I remember talk about moving infantry with trucks.
A: So far, this is still in discussion. We do track a "Cargo capacity" and "Total Weight" for each unit so there is discussion that if unit A is less weight than unit B’s cargo capacity, why can’t it carry it (such as a Blackhawk unit carrying a Marines unit). But we also need to remember that when we have a “Blackhawk Unit” in the game, that unit includes the soldiers already. They are what give it good Soft Attack and Hard Attack values. Perhaps if you use your Blackhawks for transport you should take combat value hits…?

Q: How about larger units?
A: Such as C-130s? We do intend to have “Transport Units” that include the C-130, CH-47, CH-53, Hover transport, Supply truck, Cargo Ship… these units could accept a transport command and carry other units as this is their primary purpose.

Q: Can helicopters move tanks and artillery?
A: Artillery, sure… A CH-4 could carry an M198 to the front lines… See transport. As far as tanks… No tanks are currently light enough to be carried by helicopter. This is why the US is researching plastic polymer armours to try and create a light enough tank that is still as well armoured.

Q: Can units be moved by other units even if the units being moved have no population assigned to them?
A: Not sure on this one. I’ll have to get back to you on it…

As far as the airport idea, since this is Georges thread, I’ll let him follow up on it.
Chris Latour
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tkobo
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#7 Post by tkobo » Aug 01 2002

Hmm, how about ports ?
Will we be able to damage a port so that it can no longer function - short of destroying it that is?

Also on the subject of destroyed facilites,will they remain on the map and be shown as destroyed ?

Will they be salvagable(sp) at all ?

If I destroy an enemy airfield, will I be able to build another airfield right there for less resources ,after I take the land?

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#8 Post by BattleGoat » Aug 01 2002

For factories, as one is damaged, it is less efficient and can produce proportional less until repaired. I guess we will work the same calculation into airports, seaports and military bases for their production of units.

As for debris left on the map and re-building being quicker... both no. We think the map will be cluttered enough. Only cities will leave debris if destroyed.

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#9 Post by Juergen » Aug 02 2002

Only cities will leave debris if destroyed.
Nice :cool: ,so we can expect to see a nice wasteland complete with city ruins in a nuclear scenario.What about other kind of terrain?Can the terrain be changed much (not only by weapons of course) by the actions of the player?

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#10 Post by Balthagor » Aug 05 2002

Terrain is not likely to be changed due to the limited time frame of the game.

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