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FEATURE: Ground Combat - Capturing Zones #16
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This needs a lot of thought. Seems to be the core game. I'd like a good picture of the layouts of the objectives, distances and such. With a Red CAS heli flight, I dont think these guys would get far. This is the trick, how to get them to survive? How to have them respawn when dead? What about a mechanism that they only move if certain flights are overhead? Or otherwise signalled. This should tie together the movement and action whilst players are there. Which would make the server last longer when no one is playing on it. |
I currently do not have DCS here, and will not have it for another week. But I expect it not to be too far. I will get back to this.
This is primarily for RED forces, I think Blue forces we can spawn and add in as needed. As what is important for players is the enemy, and how the enemy operates. Blue ground forces are there primarily to give context and activity and combat situations.
Is it possible to rather have a "cooldown period" after an objective have been seized? For example a random time between 18-36 hours after an objective zone have been captured, the Task Force remains in its zone (simulating rest and recovery and resupply before continuing the offensive)? |
Ok, putting some more detailed thought into this. Building upon what @thebgpikester wrote in Design_Ground_Combat_Pikes above. Aim is to have a 24 hour ATO cycle to define the day and activity. This is an example to show concept (I dont have DCS here, so unable to find suitable places) Zones = {[A1]=”red”, [A2]=”red”, [A3]=”red”} 0600Z ATO DAY 1: START The ATO gives AR taskings in first Objective zone and corresponding roads: SWEEP:1630Z-1730Z CAS 1900Z-2000Z CAS 2000Z-2100Z BLUE ACTION: In order to guarantee at least a known good place, the blue force will remain despawned, as if dug in. Once activated, the Company spawns in from a disguised location (like forest, town) and then has one waypoint to the next zone. RED ACTION: If contested: a new group is sent from the base to Zone A1 to reinforce the troops already there. If contested: If the new group get into a certain distance (45 minutes from arriving in the zone), an immediate CAS tasking may pop-up on the website (@jkhoel muligheter for å få til dette i websiden?) At 0100Z-0600Z new AR missions is tasked between Zone A1 and A4. Targets are moving targets as the defensive targets are in simulated dug-in positions, and camouflaged (not spawned in) 0559Z : END ATO DAY 1. 0600Z: START ATO DAY 2 Zone A1= Blue -> Setup taskings for ATO day 3 (same as ATO day 1, but for Zone 2) 1700Z: XCAS /XAR 1800Z: XCAS /XAR 2 hours prior to XCAS/XAR, create a automated intelligence report, with indications which zone is occupied by blue and red (A1, A2) XCAS/XAR flight then flies out and supports as necessary. If no targets, the XCAS and XAR flights are tasked with a backup static target somewhere in the area to attack. If we then have 3 lines of advance (LOA), we can do the following: This will give the necessarry planning, as tasks are put up on the website ahead of time, and it will be airborne alert tasks that can be used for cleaning up as necessary. Scratchpad/Internal notes: |
Makes sense. Honestly. I can probably write enough in Lua to create the ATO prompt suggested, still based on the very simple feedback of which coalition owns what zone. The ATO will be published on the website at a certain time, and refreshed once every 24hrs. Then the attack happens at a set time. It is cancelled if the ATO doesn't have any assigned people. Human cancellation or override would be expected. To me, this seems to qualify for workable, I know it sounds crazy complex, it's core is still simple. Just measuring if red or blue or both are in a zone. Each variation only gives one possible ATO response, which is quite fine and should be workable with minimum detail. The things to clarify for me are: |
It was intended as a new mission. And no big thougth about the timings
No, my bad. Only one ATO. it goes from 0600Z-0559Z. So one ATO per 24 hour. But on the website, the ATO for Day 2 and 3 should be availeble (althoug, changes can take place to these of course) for planning.
Hmm.. Good questions. If no blue activity or red forces have not experinced any losses, then simpy logistical forces can be moving. If there have been combat, then reinformcements can be sent aswell Intention is to generate some activity on the roads for AR missions. |
OK, i want to try to do some proof of concept and put a temporary slow down on features, so that we can write and test the basics. The rest is just "colour" over the top and easily added but this appears to be the workings of a good game. I can't think of any show stoppers DCS side. ATO obviously isn't my thing |
Some of this is exactly what birgersp/dcs-autogft was made to do; Enable control of larger groups of units by giving them objectives |
I'm actually trying it out for this scenario. There's a lot of reasons not to use it right now;
So far, I have launched an attack between two zones at a certain real time value. In essence, working. I have a function that accepts two zones as a parameter, and that's all i needed. Now comes the hard part. first, creating a function that identifies the two zones that will take part. |
If we need stuff added or changed, we should post it as issues in the repo. Birger does monitor and update it from time to time. Plus, I know where he lives so I can go bother him until he fixes it |
In one "combat zone" (In lack of a better word). Is it possible to setup something like this:
Enemy forces (RED) consist of multiple groups. These groups creates a "Task Force" all working together against a common goal (Goal: Clearing zones).
The Task Force is maneuver elements (armored, mechanized or motorized , so either MBT, IFV or APC's)
They will work against capturing Zones (pre-defined in Mission Editor). Zones can be numbered, so they will take Zone 1, then Zone 2, Zone 3 etc.
Intention:
Intention is to create a dynamic experince, where the battle flows back and forth betwen Blue and Red. Support by Blue AC (Players) will strongly effect Blue's success.
(Likewise RED Air support to RED will strongly effect Red's success, creating incentives for reducing RED air support as much as possibe)
Questions:
Q1: How many groups can be organized in such a "Task Force"?
Q2: How many total units can be in these groups, making up the "Task Force"
Q3: How many such "Task Forces" or Combat Zones can be supported on a mission at any given time, to avoid straining the server too much?
Q4: Should we split this feature up in 2: Task Force and Zones?
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