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  #1  
Old March 26th, 2012, 01:33 AM

scJazz scJazz is offline
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Default OpFire during unload

In a way the current rules are nice and cruel but the more I think of the one minute time frame makes me wonder...

Should a transport unloading generate an OpFire for each enemy viewing on each unit unloading? Would perhaps a single check for "this is an unload" and a flag for "once per turn" firing a very high kill be sufficient?
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Old March 26th, 2012, 05:19 AM
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Mobhack Mobhack is online now
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Default Re: OpFire during unload

Quote:
Originally Posted by scJazz View Post
In a way the current rules are nice and cruel but the more I think of the one minute time frame makes me wonder...

Should a transport unloading generate an OpFire for each enemy viewing on each unit unloading? Would perhaps a single check for "this is an unload" and a flag for "once per turn" firing a very high kill be sufficient?
The game has to work that way - so if you unload 6 snipers at one time, each one exiting is an "event".

The game has no memory of the 6 being in any sort of group or list associated with the transport - and it would be rather difficult to do so and then randomly choose one of those for each and every potential op-firer. In any case:
- Most dismounts are one element anyway, so why write a lot of convoluted code?
- You should not be dismounting under LOS of the enemy anyway. Dismounting should be done in a covered position (by geography or perhaps smoke).

Cheers
Andy
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Old March 26th, 2012, 11:40 AM

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Default Re: OpFire during unload

Yeah... didn't think it would be possible. It just gets very frustrating when you dismount damaged or lagging units on a newly secured VP Hex only to discover that you missed a MG 850m away.
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Old March 26th, 2012, 12:57 PM
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Default Re: OpFire during unload

It's worse when it's real.......
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Old March 26th, 2012, 01:39 PM
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Default Re: OpFire during unload

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Originally Posted by DRG View Post
It's worse when it's real.......
Personal experience?
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Old March 26th, 2012, 07:26 PM
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Default Re: OpFire during unload

No, Common sense.

This is a game. When you screw up it's "frustrating". When you unload troops in full view of an enemy MG team in RL "frustrating" isn't the word you'd use so this teaches you that doing so is a "bad idea" and hopefully after doing it once you'll learn not to do it again without the RL consequences

Don
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Old March 30th, 2012, 06:20 PM
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Default Re: OpFire during unload

Having some ability to pop smoke cover immediatly prior to disembarking in open ground would be the way to go.

Good idea to have some morters (even 60mm) that have a clear view of the ground,"direct fire smoke",more accurate than indirect and should screen the area decently.

and they are cheap!

Last edited by gila; March 30th, 2012 at 06:36 PM..
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Old March 31st, 2012, 12:22 AM

scJazz scJazz is offline
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Default Re: OpFire during unload

You know the "pop smoke" idea seems equally reasonable but I'm certain that wouldn't work with the code either.

Just gets annoying when you gather up damaged infantry squads, scouts, lagging MGs and AT Inf with the plan of dropping them off in an area supposedly long secured just to discover that a single unit has been missed. Super massive hugely annoying when that unit is an MG which proceeds to riddle 2 scouts, 1 inf squad (damaged), 1 AT Inf, and 2 MGs!



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Old March 31st, 2012, 07:35 AM
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Default Re: OpFire during unload

The solution is simple slow down you probably paid the price by rushing those units back up instead of spending an extra turn to do it the safer way or didnt scout the area well enough in the first place.
Game wise you paid the price for your haste, real life you had best hope nobody realised it was you that gave the order cause you are going to have some mighty explaining & morale boosting to do.

Popping smoke works just fine its standard practice if you cant find somewhere safe to unload, smoke is a very powerful tool.
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  #10  
Old March 31st, 2012, 12:30 PM

whdonnelly whdonnelly is offline
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Default Re: OpFire during unload

Popping smoke in the rotor wash is a desperate gamble, especially in the initial rush to get out of the bird since you are essentially a point target for the first 10 seconds or so.
Having said that, the AI does seem smarter and bloodier now. Or maybe I'm getting too comfortable.
Will
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