New Game Mechanics for 2.03

The new Cold War turned hot wargame from On Target Simulations, now expanded with the Player's Edition! Choose the NATO or Soviet forces in one of many scenarios or two linked campaigns. No effort was spared to model modern warfare realistically, including armor, infantry, helicopters, air support, artillery, electronic warfare, chemical and nuclear weapons. An innovative new asynchronous turn order means that OODA loops and various effects on C3 are accurately modeled as never before.

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CapnDarwin
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New Game Mechanics for 2.03

Post by CapnDarwin »

With the release of the 2.03 Update a number of game mechanics were fixed and in some cases changed based on feedback from players and Dev team observations from testing.

Please review the following if you missed it with the Update notes.

New Game Play Mechanics

1. As noted in the bug fixes we have done a massive bug hunt and kill related to spotting issues in the code. One fix would uncover yet another layer and also other behaviors. I believe we have a clean spotting mechanic again. To that end, you will notice a couple of new things.
1.1 Units will appear and vanish more often as they go in and out of your units LOS.
1.2 More “?” units on the map denoting contact but no ID. This area will get more attention in the 2.04 update as we work FoW improvements.

2. We were able to revise and tweak many of the spottable mechanics and the spotting too.
2.1 No more x-ray vision thermal sights.
2.2 Units hiding in high cover are harder to spot.
2.3 Unit with Thermal sights and Recon capability increase the radius of a target unit’s spottable range about 1 hex for each ability. The map overlay only shows the basic spottable range for now.

3. Urban fighting has had a major overhaul.
3.1 Units are now harder to spot and kill if they are in urban terrain. AFVs and Infantry are treated differently for spot and kill.
3.2 NOTE: Units put in Hold and in urban terrain will now shoot at targets at 1/3 of their effective ranges. This will provide more of an ambush effect and stop long range fires that trigger counter fire and spotting. If you want long range shots use the Screen order.
3.3 Minimum standoff ranges for some units, main recon, have been increased based on game visibility. Once an enemy gets inside the min range the unit will displace to open the range back up. We had a bad calculation and it was causing Recon units to basically get overrun before they would move. Units in Hold will stay longer in locations and are less prone to scoot.

4. Adjustments have been made to all of the National tabs for all countries to reduce the delay times for Air, Arty, and Bridging to bring the times in balance with additional delays now working correctly in the HQ code. In most cases you really won’t see an impact to how those functions have worked. The Soviets have had the times for Air and Arty reduced a bit and they should be a bit quicker in the response times.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
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