View Full Version : another idea for SB2 ??
Kingtiger
11-30-2003, 11:33 PM
One idea... just a idea...
Bakground: I dont know how the rest of the world does, but in Sweden, when a plt goes into Battleposition, they first roll upp into fire position, search the fields and get "fire betwen_ and _" fire on my call" and so on, the all tanks roll away from the fire positions, one tank rolls down into "observation position" and observate over the fields while the other2 are in cover.
when a enemy comes by, the tank in observation calls out the other 2 tanks and all goes into fire position and opens fire at the same time...
SO: is there a way to do that in SB 2 ?? U spli your plt, find a good fire position for ewery tank, mark as fire position, reverse, marks observation place, reverse further back marks cover position
and when the tank in observation ses a enemy tank he yells out "fire position" and all tanks roll up in fire positions.. ( im talking in platoon now). Or when yourself is sitting in TC spot.. gives a hotkey for fire position. then a key for back to cover...
I think that would improve survilebility in games...
what do U guys think ??
dejawolf
12-01-2003, 02:30 AM
sounds like a reasonable defensive formation, although the 2 other tanks should be watching the sides, and rear for other enemy units.
Ratseal
12-01-2003, 03:47 AM
That is achievable now. If there is a human in the observing tank, you set conditioned routes and triggers for your wingman (men). For example, if 1/1A is the observer, then you set conditioned routes (embark if) from the waiting position to the BP for 1/2A and 1/3A. The condition is a simple trigger (shift-X) which the observer can set and activate. The observer could even take a shot, then reverse and hit the Shift X combo, so that as surviving enemy units aim at BP 1/1A, the wingmen roll into other BPs and take shots as they present themselves.
If there is no human available, this still works. You create a zone which is under direct observation of the tank in a BP. When that units 'sees' enemy in the zone (circle, oval, custom whatever) you create a routes from the waiting units to their BPs with Embark If conditions of there being visible enemies in zone A. As soon as the observing AI unit 'sees' the units the supporting wingmen will move up. You can even create retreat back routes which allow a minute or two for shooting followed by retreating back to a laager to wait out the arty or even go to a fall back BP.
Once you experiment with the conditions, events and triggers available in SB1 you will greatly enhance your ability to command larger unit formations.
Unfortunately, the online MP crowd is pretty impatient when it comes to setting up a game - "are you ready YET?!!" is a very common refrain. All you can do is set up your plan beforehand and then sweet talk someone into playing your sce.
It comes down to having manual controls for your units or having the game engine make these kinds of decisions and maneuvers for you so that you can focus on first person shooting - which this game isn't really well suited for.
Good luck - let me know if I can help. As an FYI, there are great tutorial missions that cover the use of conditioned routes and triggers already in the sce's in SBG.
Other sce designers can answer more specific questions - Werewolf, Hellhound, Bluewings to name a few.
Ratseal
12-01-2003, 03:50 AM
It occurrs to me KT, that you already knew all this, so I apologize for lecturing (sorry). I'll leave the post as is in case this is news to anyone else.
smogover
12-01-2003, 05:43 AM
Thanks for leaving the post in Ratseal..... I found it very useful. Now if only we can get Ssnake & the crowd to hold off on releasing SB2, I might actually get good enough to play this game to a mediocre standard :wink:
Kingtiger
12-05-2003, 12:00 PM
That is achievable now. If there is a human in the observing tank, you set conditioned routes and triggers for your wingman (men). For example, if 1/1A is the observer, then you set conditioned routes (embark if) from the waiting position to the BP for 1/2A and 1/3A. The condition is a simple trigger (shift-X) which the observer can set and activate. The observer could even take a shot, then reverse and hit the Shift X combo, so that as surviving enemy units aim at BP 1/1A, the wingmen roll into other BPs and take shots as they present themselves.
If there is no human available, this still works. You create a zone which is under direct observation of the tank in a BP. When that units 'sees' enemy in the zone (circle, oval, custom whatever) you create a routes from the waiting units to their BPs with Embark If conditions of there being visible enemies in zone A. As soon as the observing AI unit 'sees' the units the supporting wingmen will move up. You can even create retreat back routes which allow a minute or two for shooting followed by retreating back to a laager to wait out the arty or even go to a fall back BP.
Once you experiment with the conditions, events and triggers available in SB1 you will greatly enhance your ability to command larger unit formations.
Unfortunately, the online MP crowd is pretty impatient when it comes to setting up a game - "are you ready YET?!!" is a very common refrain. All you can do is set up your plan beforehand and then sweet talk someone into playing your sce.
It comes down to having manual controls for your units or having the game engine make these kinds of decisions and maneuvers for you so that you can focus on first person shooting - which this game isn't really well suited for.
Good luck - let me know if I can help. As an FYI, there are great tutorial missions that cover the use of conditioned routes and triggers already in the sce's in SBG.
Other sce designers can answer more specific questions - Werewolf, Hellhound, Bluewings to name a few.
Jep.. know all that, but what I meant was if its possible to do it while U are playing... we all knnow that a plan never survives the first shot... and I want to just go to a hill or whatewer and start give those com´mands, right there on the spot... that would improve the game allot... But I ´guess its only to put it on "The List" wich Ssnake are the beholder of... :D
thanks anyway ratseal, atleast U gived a leason to smogover... :wink: so now he knows as well...
KT out
Kingtiger
12-05-2003, 12:04 PM
It occurrs to me KT, that you already knew all this, so I apologize for lecturing (sorry). I'll leave the post as is in case this is news to anyone else.
lol Ratseal!! No problem dude... ewen thoe I knowed this one, still pop up ideas... sometimes ewen the real oldbies doesnt ewen know of somethings!! ( I am NOT saying Im a old vet...!!)
so keep them coming!! :!: :D
cheers KT
Black-6
12-05-2003, 05:39 PM
I've found that once a unit is launched on a route, that's it - it's gone.
As we know, tankers a busy people and rarely get the luxury of dealing with one BP. From a central hide area, a sqn/coy may be responsibile for several BP and alternate firing positions.
SO, what I would like to see is a method where a unit can be called out to BP 101, fight the battle, return to the hide and then be ordered to BP 103, etc. Is this possible now? If not add to list :twisted:
Gunfighter
12-05-2003, 06:59 PM
[quote="Black-6"]I've found that once a unit is launched on a route, that's it - it's gone.
As we know, tankers a busy people and rarely get the luxury of dealing with one BP. From a central hide area, a sqn/coy may be responsibile for several BP and alternate firing positions.
SO, what I would like to see is a method where a unit can be called out to BP 101, fight the battle, return to the hide and then be ordered to BP 103, etc. Is this possible now? If not add to list :twisted:[/quoIte]
Isn't that achievable now?
Example:
1) Create a Check Point with Multiple Routes.
2) If Event A occurs or Trigger 1 is Pulled Go Left To BP101
If Event B occurs or Trigger 2 is Pulled Go Right To BP102
3) At BP101, if Trigger 1 is Unchecked go back to Check point (simulates
recall).
4) At BP101 create another route back to Check point. Embark if Trigger
1 Is Unchecked.
5) Repeat for BP102, using Trigger 2.
Black-6
12-05-2003, 09:15 PM
GUNFIGHTER:
Tried it - didn't work (for me). Have you had success with this :?:
Hell_Hound
12-05-2003, 10:24 PM
It doesn't work too well in multiplayer because only the senior member on each team can set that team's triggers. Puts a bit of a damper on sophisticated MP planning. :(
Ssnake
12-06-2003, 01:30 PM
But then again, if you have human players in your team it sould be easier to communicate what you want than to the braindead computer zombies. ;)
Kingtiger
12-07-2003, 03:26 AM
[quote=Black-6]I've found that once a unit is launched on a route, that's it - it's gone.
As we know, tankers a busy people and rarely get the luxury of dealing with one BP. From a central hide area, a sqn/coy may be responsibile for several BP and alternate firing positions.
SO, what I would like to see is a method where a unit can be called out to BP 101, fight the battle, return to the hide and then be ordered to BP 103, etc. Is this possible now? If not add to list :twisted:[/quoIte]
Isn't that achievable now?
Example:
1) Create a Check Point with Multiple Routes.
2) If Event A occurs or Trigger 1 is Pulled Go Left To BP101
If Event B occurs or Trigger 2 is Pulled Go Right To BP102
3) At BP101, if Trigger 1 is Unchecked go back to Check point (simulates
recall).
4) At BP101 create another route back to Check point. Embark if Trigger
1 Is Unchecked.
5) Repeat for BP102, using Trigger 2.
Well.. that still need U to plan it BEFORE the battle... the point I want is to make it DURING the battle... i find a perfect BP and want my Plt to go into postion there... ingame... NOT in AA or anything like it...
Ssnake
12-07-2003, 08:47 AM
Create the network of movement paths BEFORE you connect them to any unit. You can then at least use the simple logic that is inherent to the various movement and checkpoint tactics, and you can make them go to a certain checkpoint by right-clickingand selecting "go to...[checkpoint #]". As long as you don't create one-way connections but also a way back to the place where they came from, this spider web of checkpoints and movement paths does not get deleted once that it has been used once.
Kingtiger
12-07-2003, 10:59 AM
hell!! pretty smart idea Ssnake!!! :shock: :D But as we all know the battlefield of today is dynamic and units can change places in the terrain and end up where the oponnent started... But Ssnakes idea is apretty useful idea I have to say... but nevertheless I want to be able to go to a BP and give those commands ingame.... so Im not forced to use any pre-determined routes and BPs... bcz the terrain can ghanges, as well where the enemy comes from...
dejawolf
12-07-2003, 11:29 AM
route templates for in-game use would be cool.
is there some voice recognition software out there that'd work for steel beasts?
to bind a key to a voice command.
if i'd like a line formation with scout tactics, i could say "line" "scout"
and being in the TC's position, with space bound to a "fire" command.
that'd be flippin' cool.
MatsW
12-07-2003, 04:00 PM
route templates for in-game use would be cool.
is there some voice recognition software out there that'd work for steel beasts?
to bind a key to a voice command.
if i'd like a line formation with scout tactics, i could say "line" "scout"
and being in the TC's position, with space bound to a "fire" command.
that'd be flippin' cool.
Try Game Commander http://www.gamecommander.com/trial/
I works very good for some persons and less good for others, probably depending on accent. In GC you can teach the program to recognize your voice and programme it to "type" keystrokes automaticly.
It´s not possible (very difficult anyway) to make it react on "scout" because there is no keystroke for that. But you can make your unit to form up in to "line" or get the driver to go forward and so on.
Lone*star49
12-07-2003, 06:25 PM
I've found that once a unit is launched on a route, that's it - it's gone.
As we know, tankers a busy people and rarely get the luxury of dealing with one BP. From a central hide area, a sqn/coy may be responsibile for several BP and alternate firing positions.
SO, what I would like to see is a method where a unit can be called out to BP 101, fight the battle, return to the hide and then be ordered to BP 103, etc. Is this possible now? If not add to list :twisted:
...
B6.. try the following, mark BP 1 route with defend.. then continue route to, and mark BP2 with defend. Now if you want more BP's for that tank or tanks, just route from each BP to the next.. then, when your at first BP, and you want to move to another.. just ckl on unit and clk on "proceed" and tank (if you split unit) or tanks will move to next BP.. and if you have no futher routes and end of BP 2, if you clik on that tank again, it will show a "proceed" command.. this means, that if you clk on that, the tank will return to BP 1..
Hope this helps ya..
LS :wink:
Ssnake
12-07-2003, 07:22 PM
All settings for tactical behavior are disabled if the player occupies the lead tank of a platoon. The player is the platoon leader then, and must give the appropriate commands. Even if you had a voice recognition software that worked perfectly, you could not set your platoon into scout mode. YOU are the scout then, and must take responsibility to act like one.
Wildfire
12-09-2003, 06:18 PM
I would like to be able to order a tank to orient in a certain direction while on a route. For example. My wingman and I are in a corridor and I am set in a overwatch position. There is an area to the front and perhaps to the left or right that I want my wingman to pay special attention to. I order my wingman to proceed and orient left or right. Perhaps this could be done by placing a cp or ref point and when I make the route, select orient on cp 1 or on ref point x.
dejawolf
12-09-2003, 08:56 PM
All settings for tactical behavior are disabled if the player occupies the lead tank of a platoon. The player is the platoon leader then, and must give the appropriate commands. Even if you had a voice recognition software that worked perfectly, you could not set your platoon into scout mode. YOU are the scout then, and must take responsibility to act like one.
ahh, rgr. i was simply... not thinking. :oops:
Lone*star49
12-09-2003, 10:55 PM
I would like to be able to order a tank to orient in a certain direction while on a route. For example. My wingman and I are in a corridor and I am set in a overwatch position. There is an area to the front and perhaps to the left or right that I want my wingman to pay special attention to. I order my wingman to proceed and orient left or right. Perhaps this could be done by placing a cp or ref point and when I make the route, select orient on cp 1 or on ref point x.
...
Maybe till then, with 2 tanks or more, use the Right or Left Echelon formation..
And with 3 tanks, use the column.. lead tank straight ahead, the other 2 are looking right and left.. both sides covered.
LS
colin
12-10-2003, 12:17 AM
I would like to see an overarching event that would affect all routes in an area. The events would be “general retreat” or “assault region XX”
The retreat event would be great, for example:
Friendly AFV’s < 5 in region “Junction” = retreat for all routes in region “approach”
This would save having to place a “retreat” condition on every route for all the vehicles being effected. The same could be done for an “assault” event
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