Flashpoint Campaigns Southern Storm - #2 Dev Log

Flashpoint Campaigns Southern Storm is a grand tactical wargame set at the height of the Cold War, with the action centered on the year 1989.

Moderator: MOD_Flashpoint

Post Reply
User avatar
Roby7979
Posts: 1030
Joined: Tue Feb 20, 2018 4:12 pm
Location: Italy,Rome

Flashpoint Campaigns Southern Storm - #2 Dev Log

Post by Roby7979 »

The Art of Command


Understanding Command Ranges and Delays
One of the key elements we try to capture with the game are the various differences in the command-and-control capabilities of the various nations. During the Cold War, NATO had a more flexible command structure and lower-level forces had more autonomy to adjust orders to deal with changes on the battlefield compared to those in the Warsaw Pact. 

One way we differentiate between the various nations and their command capabilities is the National Data Tables and in particular the Command tab on those sheets. As seen below, we provide values for Command Radii and Command Delays based on the Headquarter’s (HQ) Level of the unit and its need to communicate with higher headquarters.
Image
Image

Command Delays are only one factor to how orders flow from HQs to subordinate units and back. Another key factor is the Readiness of the units, both the HQs and the subordinates. The more fatigued units become the more the main command cycle grows. Enemy Electronic Warfare also plays a major part in the overall command delay. The main command cycle can also suffer additional delays with the loss and replacement of active headquarters. There are many factors to be aware of as you command your troops.

Command radius also impacts resupply capabilities of units as well as the command delays. Units falling outside of their local HQs command range suffer loss in both resupply and recovery capability.

To help you command your troops there are a few tools and reports to help you get a clear picture of the current situation.
The one tool is the Chain of Command Overlay. Depending on the unit selected, line will be drawn from a higher HQ to a lower HQs: 
Image

From a HQ to its subordinate units:
Image

From a subordinate unit to its local HQ:
Image

In all cases the Command Range of the HQ in question will be shown on the map as well. Solid lines indicate in command connection and dashed lines mean out of command.

How well your overall command cycle is doing can be seen on the following:
Game Control Panel – The colored bars showing your past, current, and future (estimated) command cycles and an estimation of the enemy’s cycles as well.
Image

You can view your command cycle in greater detail from the Operation Report on the SITREP tab.
Image

A similar report (estimated) for the enemy is available from the Intelligence report on the Enemy SITREP tab.
Image


You can also see command-related problems from the Personnel and Logistic Report (P&L) on the Staff Alerts tab. This includes units out of command, low readiness, or morale, and even transportation problems.
Image

This gives you as the Commander a look at some of the main tools at your fingertips to be able to plan your battle and achieve success.


Issuing Orders to Your Troops
Orders can be given to a unit by right-clicking on the unit icon on the map and selecting an order from the displayed Unit Popup Dialog. Some orders just require selecting to set them (Screen, On Call, Hold, Resupply, etc.). Others require the player to designate waypoints or target points (Moves, Assault, Barrage, Hunting, etc.). With these latter orders you must finish the order by hitting selecting one of the options in the Orders on Arrival dialog that pops up when you are done selecting waypoints for the move. 
Orders shown on the Unit Popup Dialog depend on the type of unit selected as seen in the images below.
Image
Image
Image

It is possible to give orders for more than one unit at a time by the following means:
- Shift + Left mouse clicking on each unit you wish to issue a common order to. These can be units from different groups and headquarters.
- Select All Subordinate units in a formation by selecting their HQ with Alt + Left mouse click. This will highlight all subordinate units in that group.
Image

The new formation pathing AI will take the single movement order and path the units in an intelligent fashion to avoid traffic jams and follow your SOP settings while dispersing at the final objective. You can, of course, modify the waypoints of an of the units.
Image
Image


One last item for orders is the heavily requested additions of more waypoints (now six) and the ability to change orders along a path. As seen below, you can change the type of movement (or fire mission type) of an order in the Unit Dashboard. 
Image


Setting Standard Operating Procedures (SOPs) for Orders
One of the more requested features from Red Storm was the ability to set Standard Operation Procedures in more detail for your units. We have that now and it is a very powerful tool for you as the commander to wield. This tool gives you the flexibility to adjust many different operational parameters of your units, per unit, per waypoint, and for new orders. Grayed out parameters are not available for the selected unit.
These SOPs can be applied to the selected unit or easily copied to other units in the formation or of similar platform type.
Image
This has been a small taste of the way you Command and Control your forces in the new Cold War game engine. 


More Developer Blogs detailing more features will be coming in the following weeks are we ramp up to release. Please feel free to comment and ask questions.
Until next week!
byzantine1990
Posts: 169
Joined: Sat Aug 13, 2022 8:14 pm

Re: Flashpoint Campaigns Southern Storm - #2 Dev Log

Post by byzantine1990 »

The addition of more waypoints and being able to change the movement on the move is a massive quality of life feature.

I think this particularly benefits the Soviets. It was a pain in the ass to only have three waypoints, run out and half to wait half an hour to get them moving again.
User avatar
Tcao
Posts: 516
Joined: Thu Oct 10, 2013 2:52 pm
Location: 盐城

Re: Flashpoint Campaigns Southern Storm - #2 Dev Log

Post by Tcao »

Will there be any penalty if a HQ is overloaded with units?

Back in FCRS, you can re-attach all the combat units to one of the HHQ. It's a gamey move but will avoid out of command range problem.
User avatar
CapnDarwin
Posts: 9509
Joined: Sat Feb 12, 2005 3:34 pm
Location: Newark, OH
Contact:

Re: Flashpoint Campaigns Southern Storm - #2 Dev Log

Post by CapnDarwin »

byzantine1990 - Things move and react a bit faster in the new game. Much more realistic and makes things a bit more difficult to handle at times (recon can now survive and be a pain to find and kill).

Tcao - You can resubordinate all you like. The penalty is the delay in making the new HQ link and then the extra traffic at the HQ, which will increase it being found and hit by enemy fire.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
SgtArrmyGuy
Posts: 3
Joined: Wed Oct 26, 2022 3:44 pm

Re: Flashpoint Campaigns Southern Storm - #2 Dev Log

Post by SgtArrmyGuy »

Looking at the pictures, is it true that there are still no quick key commands for the standard orders (assault, move deliberate, screen etc.) ?

I gave feedback on this when I was playing the original Flashpoint Campaigns already; the amount of mouse clicks required by the UI was insane (select unit, right click to open menu, use mouse cursor to find the correct line, left click order, place waypoint into map, etc...) This made any larger scenarios so frustrating to play that I simply gave up on the (otherwise very good) game.

Most of the required quick keys would be already situated in one cluster of the keyboard: (A)ssault, move (D)eliberate, (R)est any resupply, (S)creen, with Move Hasty and Hold being the only outliers (was there also a (W)ithdraw command in the works at some stage?)

The Armored Brigade game has basically all the same orders, and all of them can be issued with just the quick keys and some ctrl and shift. Is there any hope of getting a more streamlined basic UI for the stuff of which 95% of Southern Storm consists of, i.e. giving move and attack orders for your troops?
User avatar
CapnDarwin
Posts: 9509
Joined: Sat Feb 12, 2005 3:34 pm
Location: Newark, OH
Contact:

Re: Flashpoint Campaigns Southern Storm - #2 Dev Log

Post by CapnDarwin »

Hot keys to issue move orders is being discussed. Maybe a shift+letter thing as many keys are already allocated for things. Pretty much be a post release update if we can do it without breaking things.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LTD
Post Reply

Return to “Flashpoint Campaigns Southern Storm”