From: Somewhere deep in appalachian valley in PA
As far as I know, CM series has this feature. This is just suggestion for future. This feature will not be an easy task to add, and will involve a lot of works to implement into AB, so think of this post as just future possibility.
While I was think about AMX-30, I think it would be great to have natural and realistic hunter-killer feature and info-sharing across units and formations. Player can see all new enemy contact with "god's eye view" but that never means all units on the field should share the same information on real-time. There should be time delay for the recognition of new contact for all other units. During cold war era, there were nothing like FBCB-2 system (and even FBCB-2 system is not perfect). Everything was based on radio communication. Miscommunication, jamming or too far distance, etc... can make a lot of problem regarding communication, detailed order, and description/explanation of situation. I think I wrote this while I wrote about the importance of command delay in this forum and steam forum (https://steamcommunity.com/app/1089840/discussions/0/1644304412653468942/ and http://www.matrixgames.com/forums/fb.asp?m=4711206 )
Anyway, during cold war, such info sharing would be very slow.
This is what I briefly thought:
1) OOB should be a tree structure. Regiment / brigade HQ - Battalion HQs - Company HQs - Platoon HQs. This will create a lot of works, but this will make game more realistic.
2) Distinguish / categorize the new contact of enemy or unidentified (yellow icon) units, depending on which unit received the information.
3) Then, flow of information from upper to lower and from lower to upper branch of OOB should have some time to communicate and digest. Let's assume it would take one minute for information to go from lower branch to upper branch, and go upper to lower branch.
4) In this case, as an example, if a member of platoon 1/A/25th/2nd detected enemy tanks,
--a) his platoon (1st platoon) would be able to see yellow icon immediately.
--b) All member in A company will take 2 minutes to see yellow icon (1 minute to report to Company HQ, and 1 minute to share info to other platoon HQs).
--c) All member in 25th battalion will take 4 minutes to see yellow icon (1 minute to report to Company HQ, 1 minute to report to battalion HQ, 1 minute to share info to other company HQs, and 1 more minutes to share info to other platoon HQs of other company)
--d) And lastly, all member of 2nd regiment (or brigade) will take 6 minutes to see yellow icon. (1 minute to report to Company HQ, 1 minute to report to battalion HQ, 1 minute to report to regiment HQ, 1 minute to share info to other battalion HQs. 1 minute to share info to other company HQs, 1 more minutes to share info to other platoon HQs)
5) 1 minute is just an example, it can be adjusted to be shorter. But important thing is, all cold war communication was the radio communication or vocal communication or hand signal. It should take some time to explain what is going on and share the info to others. This info sharing delay would be the same across the time frame of cold war, as 65~91 all used radios as main communication method. FBCB appeared far later after 1991. (FBCB2 was first used in actual military operations in the former Yugoslavia in 1998) In the future, with modern war version of AB, any units with FBCB2 or similar system (like Russian Constellation) would have very good bonus on info sharing time. This is what CMBS featured.
6) Yellow icon will make slight bonus on detection / recognition of target unit. If the target unit of yellow icon moves, bonus of detection / recognition time will reduced depending on moving distance of target. In this case, slow info sharing or too old information wouldn't be valued that much. This yellow icon feature is already implemented in AB from the beginning.
7) EW will increase time for info sharing.
8) Absence or KIA of HQ will increase time for info sharing to corresponding sub units under OOB.
9) Battalion recon / regimental recon will reduce info sharing time as they don't take too much process of info sharing following tree OOB structure. Direct HQ observation will also reduce info sharing time. This way, recon operation will be much more important.
10) This info-sharing feature can be used to show the hunter-killer tactics / doctrine across different units.
11) Any forward observer unit with proper gear should have big bonus (or exception) on info-sharing time to highest HQ or artilellery HQ.
12) This info-sharing feature can be helpful to describe friendly fire feature, which I discussed in other post. (https://www.matrixgames.com/forums/tm.asp?m=4726109)
< Message edited by exsonic01 -- 1/15/2020 8:32:35 PM >