Author Topic: Innovative Suggestions for a better ground warfare  (Read 339 times)

Offline Kweassa

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Innovative Suggestions for a better ground warfare
« on: December 15, 2002, 07:23:08 AM »
I suggested a simular idea some time ago, but recently revised them a bit. I got this idea to divide the terrains to three types that would effect GVs accordingly, which popped up into my mind while watching a golf game.

 Currently, there are two types of effects to the GVs in terrains - one is the usual, "normal" type, and the other is the "bumpy" type which causes the GVs to shake around while travelling over it. But I think HTC can give a bit more diversity in the terrain type and effects.

 So, I thought of three terrain types you would see in golf:

"Fairway": The "fairways" are essentially roads. It would be least seen in a terrain, and very limited, but on this "road" the GVs can travel at their maximum speed. This road is also the same road the truck convoys would use to resupply a town. The downside of this "fairway/road" area is that it is totally vulnerable to observation from the air and ground.

"Rough": The "rough" is the most common type of terrain one would see, from plains to wide, open spaces, terrains near bases and etc. The "rough" is essentially a unpaved, open grass area. GVs travelling on the "rough" would lose 5~10mph from their maximum speed. For instance, a 25mph PanzerIV would travel at only 20mph or so in the rough. GVs on the "rough" are also vulnerable to observation in the same way as "fairways". Despite these downsides, GVs may choose to travel by "rough" areas, because the "fairways" are limited, and travelling along the road is always the most predictable path to the enemies.

"Forest": This is an area which provides cover against all types of observation. I imagine the "forest" area should probably be a combination of an overhead-tile which hides GV icons and forms from observations in the air, and a cloud-layer like characteristic, which hides GV forms against enemy GVs outside the "forest". To explain it more simply, GVs travelling inside a "forest" area would lose 10~15mph from their maximum speed. This is to simulate the difficulties of maneuvering vehicles through forsts areas. Also, all objects inside the forest will be hided against observations outside the forest: air observation would be impossible due to the layers hovering over the ground, and ground observations will be inhibited up to 500 yards - this means, GVs inside of the forest won't be shown on the FE of enemy GVs outside of the forest up to 500 yards. Only when enemy GVs enter within 500 yards, will they be able to see GVs that are hiding inside the forest.

 Thus, a forest area is highly inappropriate for travel, and it would mostly be useful in battle situations: a PanzerIV would travel only at maximum 10~15mph inside these forests, but once it is inside the forest, it would be protected against attacks from the air, and it can also hide and wait for an ambush(!)

 .....

 This means the terrain should  be designed by utilizing the three terrain types carefully. When a GV spawns from a spawn point, he will be typically spawned on a "fairway" that leads forward, which has some "rough" on the side, and "forests" further to the edge.

Offline Kweassa

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Innovative Suggestions for a better ground warfare
« Reply #1 on: December 15, 2002, 08:12:08 AM »
This suggestion would become more effective with systematical placement of Airfields, Vehicle hangars and depots, with minor adjustments to current GV spawn/Convoy resupply system.

 Airfields will be placed about 25~30 miles away from each other, and they are connected by "fairways". In the middle of this "fairway" lies the truck Depot which currently in AH spawns truck convoys to towns for supplies.

 As it can be seen in the attached picture, fields will thus, have multiple truck Depots which are linked with the airfields. These truck depots will also function as small VH bases. Two hostile airfields when a new game begins, will not be linked by roads in such manner. Only the fields within the territory are linked by roads.

 Thus, a strategically "important" airfield which gives access to many other areas, will be logically, linked with multiple airfields nearby by roads, and since in the middle of each road lies a truck Depot, it would also mean the strategically important fields will receive more resupplies from multiple truck depots nearby. In comparison, less important fields in backward areas or in the far edge of a country's territory will have less number of roads linked to other fields, typically only one road, and this would mean these fields would be less in resupply rates compared to "important" fields.

 A large, important airfield smack in the middle of the territory may be linked with 3~4 nearby airfields. This means it has 3~4 truck depots linked to it, and when the town is damaged, town supplies by truck will come in 3~4 different directions. Thus, not only suppressing and vulching airplanes at a field is important, but also maintaining sufficient number of planes devoted to interdiction will also become important when a certain side decides to go for a capture against an important, large base!  If you are careless about stopping resupplies(if 4 roads are linked, there will be 36 trucks inbound the town!!), then the town will quickly re-up. Sorry, no capture for you!

 In the case of a small, unimportant field, it may be linked with only one airfield nearby.. only 1 truck depot heading to town, and thus, only one set(9 trucks) of convoys coming in for resupplies.  

 .........

 The truck depots can be destroyed, but as it is now, destroying it will not stop resupply trucks from upping. It will only take away the VH function of the truck depot.

 When a certain side tries to capture an enemy airfield by ground forces, this is what will happen:

 As I mentioned, the fields with "borders" in between them will not be effected, as they are not linked. But once a certain side secures an airfield within an enemy territory.....

1) The VH will spawn vehicles only so far as the truck depot.

2) So long as the depot stays in enemy hands, the truck convoys will not spawn resupplies to our town.

3) But as you can see by the layout of the road, if capturing the truck depot might prove to difficult, you can always just initiate a blockade, so the trucks spawning to the linked enemy field can be destroyed. Ground battles will not just be about the "charge to town!" aspect, but also other important situations as blockades!

4) If the truck depot is captured, it will no longer spawn convoys to lonked enemy field, but only to your field.

5) Once the depot is captured, vehicles can spawn from the depot to right outside enemy base area(circled in yellow)

...

 Look at the picture. There are two airfields at the bottom, and one at the top side. If one side captures the two, bottom fields, and initiates a GV blockade against the truck depots, the top field will be isolated. Thus, more important tactical/strategical decisions and situations will rise. The isolated field will have no resupplies to town of enemy initiates blockade. They will have to launch their own GVs or planes to lift the blockade.

 ...

 The three terrain types I have metioned in the previous post also plays an important role. When GVs spawn, they will spawn on a road. Following the road to their target will be the fastest and most effective, but interdicting enemy planes will be on the lookout. Once the GVs meet enemy GVs, they will spread out into battle formations - staying in a single line in the road is not very effective at GV battles :) The tanks and heavy flaks will scatter into battle position. Troop carriers like M3s will probably head for the forest for cover. Enemies will also have to consider placing some GVs inside the forest to stop M3s from sneaking by.... Or, who knows? Enemy GVs might wait inside the forests by the roads... as our GVs pass by, they will come out in full might of the ambush. Or.. our GVs can initiate a hidden blockade outside the truck depot.. anything that comes nearby will be attacked. Some enemy GVs might spawn from the truck depot, others from nearby fields, and they may attempt to break the blockade.

 I am pretty confident this idea and field layout will bring out a lot of interesting situations which will increase both immersion and fun. GVs and ground warfare might play more important role in the overall aspect of the war, and who knows, there may be even dedicated GV groups or squadrons, since the environment will be suitable enough for delicate tactical/strategical GV fights, instead of the "one-way-ticket" sort of GV warfare we have right now. "The Rommels".. or maybe "Montgomerys?" ;)

Offline cobra427

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Innovative Suggestions for a better ground warfare
« Reply #2 on: December 15, 2002, 08:42:48 AM »
the whole bumpy not bumpy thing sounds like WWIIOL ..... on roads GVs are fast on rought they r slow

Offline Pongo

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Innovative Suggestions for a better ground warfare
« Reply #3 on: December 15, 2002, 02:00:10 PM »
Lots of thought went into that idea...im still digesting it..could a map be so structured and still be interesting?
I always thought it would be easier just to tie visiblity of vehicles to movement..if they move full speed they get a dust plume visible from 8k. If they move 1/2 speed they get the rules we have now. If they move under 1/2 speed they dont even have a dot till 1k vs AC.  So tanks could creep and that would imitate using cover..

Offline BenDover

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Re: Innovative Suggestions for a better ground warfare
« Reply #4 on: December 15, 2002, 03:15:45 PM »
Quote
Originally posted by Kweassa
"Fairway": The "fairways" are essentially roads. It would be least seen in a terrain, and very limited, but on this "road" the GVs can travel at their maximum speed. This road is also the same road the truck convoys would use to resupply a town. The downside of this "fairway/road" area is that it is totally vulnerable to observation from the air and ground.



LAND MINES!!

Offline ccvi

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Innovative Suggestions for a better ground warfare
« Reply #5 on: December 15, 2002, 05:09:57 PM »
When there are more roads these can also be used for navigation in aircraft. This might allow to disable the GPS map :)

Offline Kweassa

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Innovative Suggestions for a better ground warfare
« Reply #6 on: January 12, 2003, 06:08:35 PM »
* bump *