From: Somewhere deep in appalachian valley in PA
In AB the radars are always active.
May I ask how SAMs reacts to wild weasel missions with anti-radiation missiles like HARM? At the later stage of cold war, those were the major part of counter-SAM strategy of both sides. So, real anti-air battery units during Cold War Eurpoe trained a lot to increase the chance of survival against anti-radar missiles. They didn't operate the radar in AO for whole time, they trained to use intermittently, engage fast and turn off radar and move. I read this from other game forum, writer was the retired veteran who served in AA unit in Europe during late 80s...
Every weapon has a 'night vision' attribute. If the NV range is 3500 meters or more then it's considered to have a thermal sight.
Thanks to let me know, so it is reflected in terms of NV stat of unit.
The player cannot select targets for units at all, other that setting the maximum engagement ranges and disabling the main armament use. The maps can be huge, the battles can last for hours and there's no resupply, so it's hard to imagine how the scenarios could play out if the units were wasting their ammunition by shooting at every suspicious location. Especially in larger scenarios it's very possible to run out of ammunition.
Even in Combat Mission or Close Combat (games without any sort of resupply/logistics for vehicle), players love to use force attack, especially to buildings with tanks or auto cannon or heavy machine gun, when they push their infantry to the town. It doesn't need to huge amount of ammo, but few tens of seconds of forced attack is usually enough for suppress fire. This also works well against ATGM teams, by interfering their aiming and guiding. Doesn't need entire belt of ammo, usually, I just gave them a few tens of seconds of suppress fire, and move/push my units quickly when they are suppressed / pinned down. Controlling ammo is also one of the task for commander. As such, suppress fire is one of the oldest tactics written in FM (field manual) of any armies. So, I think forced attack might still be a good option for players, at least for vehicles and heavy weapon teams...
But in this game, we have action delay of units anyway, so that sort of sophisticated combo of coordinated force attack + assault might not work as players intended. So I'm not sure. The only way to check is by playing, but I don't have anything, neither beta nor old free version, so all I can do is just estimating in my head XD
In addition, in Combat Mission, while it is impossible for vehicles to get resupplied and repaired, infantry can be resupplied from their vehicle, like BTR, BMP, or M2 Bradley. This is also one of the typical way to get ammo resupply on the field for mechanized infantry, at least for US Army. I'm curious if this is possible from this game too.
I read in somewhere that infantry in this game can take ammo from their fallen squadmates, sometimes their weapons, just like Close Combat, is this correct?
If we want to display detailed damage such as a broken autoloader or a wounded loader guy, then every vehicle should have attributes for them; first of all, does the vehicle have such elements at all? If some aspects of the game are over-modeled and something more crucial is missing, then perhaps more realistic results can be achieved by throwing dice instead, and then finding the results from a chart. In AB, the light/heavy damage do reduce spotting capability, firing accuracy, firing speed, night vision, morale etc, even if the detailed subsystems are not simulated.
OK, I can understand your efforts to simplify the system as a programmer my self (in computational chemistry). One last question about this feature: You mentioned "spotting capability, firing accuracy, firing speed, night vision, morale etc" Are those damages/effects occur all together at the same time, proportional to the degree of damage? Or do one or two of those symptoms appear randomly, according to the degree of damage?
No. Well, in a way it does represent the crew, because the crew is a part of the vehicle. 'Survivability' is an abstracted value beyond armor. When it goes down, damage goes up.
So, the Survivability is changing value which is depending on damage of the vehicle, which represents how much chance the unit can survive against the penetration. Right?
Yes, I think this is a common issue in wargames. The hardcore crowd says that they want games where they're like a real commander, with very limited options and an extreme fog of war (a paper map and a microphone headset?). But, in reality, the urge to control every unit and to see and hear everything in real-time is great. In AB we offer several different ways to play the game, and we don't want to prevent the player from going to the squad/vehicle level. I do it too, I have to admit.
Well, I like that realism actually, that is why I love games like Flashpoint Campaign Red Storm, which describes the delay of any command to any units. In FPC-RS, they even modelled the total possible number of command per a turn (for specific amount of time) which I also like. With only paper maps and radio communications, number of orders to issue will be limited per certain amount of time frame.
Based on your explanation, AB also has the action delay feature. So even though I wish to micro manage the single vehicle at the ultimate level, I assume that it would be impossible to achieve satisfactory level of micro control because of the action delay. But me and any other players will try anyway.
I also believe that any real commanders during Cold War era does not have any thing like battlefield PDA and FBCB2, but only paper map and radio. So such uncomfortable description is absolutely fine with me. I just wish the AI of this game OK enough to depict the tactical maneuvering of the vehicles and infantry for survival and maximum combat efficiency, such as screening action, shoot and scoop and etc...
Those maneuverings are usually ordered by low level commanders, like squad leader, platoon leader or commander of the vehicle. Player is taking a role of battalion or regiment commander, so such automated actions of AI would represent the "command of low-level commanders".
This way, the player with good tactics and sound strategy wins the game, rather than the player with bad tactics but fast mouse speed wins the game. Of course, some degree of mouse control is essential for real time game, but too much dependency on mouse speed is not good.
Perhaps. If you'll try the game in the future and see how the system works you can come up with suggestions so we can improve the system.
Absolutely, I wish if I can try a Beta version
Thanks for the great answers, more and more I read and write about AB, more and more I wish to try
< Message edited by exsonic01 -- 8/9/2018 8:29:08 PM >