Erik Rutins
Posts: 31213
Joined: 3/28/2000 From: Vermont, USA Status: online
|
quote:
ORIGINAL: thewood1 PCK tries to remove the squad command with out providing the perfect TacAI or the other tools needed at that level. We don't try to remove it, we try to put it in the player's hands. In my experience, if you plan ahead there is far less need for reaction or adjustment. It's never done away with entirely, battle being what it is, but I find that once I accept that I as the company/kampfgruppe/battlegroup commander can only intervene in a total way every 80 seconds and can make minor adjustments every 40, the whole thing works. If I don't accept that premise, that my ability to intervene is somewhat limited, then it makes no sense. The TacAI in CM largely does just what the player in PCK can do through planning ahead and Reaction orders. Though the current system works well for me, I think there's room for improvement and I recognize that it's not as easy to handle for everyone. However, I'm interested in discussing improving the existing system rather than tossing it and starting over with a copy of CM's orders and TacAI. I think we can get to a point where the current flaws can be ironed out, special cases handled and _just enough_ TacAI added to cover unusual situations so that it all meshes better than it does now. quote:
The HMG and small mortars are assigned to support the attak, based on a commanders plan. The entire weapons platoon is not still connected to the HQ of the weapons platoon. It may be formal, or it may be ad hoc. If you are going to have platoon orders, you have to have the tools and flexibility that a real world commander would have, especially if you are not expected to take the role of squad/team leader. At the same time, penalties should be there for someone not following the command structure. If I decide to take a squad and move to the other side of the map and it wasn't part of the commanders plan, make them pay the penalty. Ok, I'll think on this and let's discuss it further. quote:
I can tell you right now, in an attack by the soviets in BFC, you keep your commanders nearby because it will fail. While the platoon command structure is not very rigid, it is flexible enough to allow ad hoc attaching and detaching, with sometimes severe penalties that depend on nation, experience, and morale. One of the key parts of Soviet attacks in PCK is also inflexibility. You have to plan even further ahead due to command delays, so that if you decide to change course while under fire, your troops and units are often exposed and waiting for new orders or reorganizing to execute them for much longer than the German troops in the same situation. quote:
In the end all I'm saying is that if you put platoon orders in place for a game that details squads, give the player the tools to manage the squads as needed, with the penalties needed to make the player feel the burden of real command. Otherwisw, why not make a platoon level game that doesn't show the squads or abstracts them. I don't entirely understand this request because it's so general. I think there are a lot of squad management tools built into the game. Sure, we've come up with some special cases (support weapon platoons used to support widely spread out infantry platoons) where it's not ideal, but that hardly can be expanded to say that the whole system doesn't model command or doesn't allow squad management. Regards, - Erik
_____________________________
Erik Rutins Director of Product Development and Business Relations For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/ Freedom is not Free.
|