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The Kaukasus Offensive revived!


HiJack

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Hi guys,

 

Any chance of allowing the Combined Arms guys have a bit of control when in the GCI role/create a new ground commander role? I believe it could add diversity and challenge to the mission. Mainly the AI for the ground SAM assets is sometimes.. underwhelming.. It would be cool to be able to take control of the AA assets on currently attacked objectives at least to make them a bit more effective.

Also the ground ops could be expanded beyond just the simple convoys and it could result in this campaign being one of a kind experience with the simple RTS elements.

 

Let me know what you think.

 

Arthegor

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Hi guys,

 

Any chance of allowing the Combined Arms guys have a bit of control when in the GCI role/create a new ground commander role? I believe it could add diversity and challenge to the mission. Mainly the AI for the ground SAM assets is sometimes.. underwhelming.. It would be cool to be able to take control of the AA assets on currently attacked objectives at least to make them a bit more effective.

Also the ground ops could be expanded beyond just the simple convoys and it could result in this campaign being one of a kind experience with the simple RTS elements.

 

Let me know what you think.

 

Arthegor

 

I would sincerely love to, but I have found that this only leads to ppl exploiting possiblities, hiding assets where they cannot be found (ie. below farps) plus a few other problems (bugs, crashes) and generally CA lacking very far behind in development, that make CA unsuitable for this campaign.

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...with the simple RTS elements.

I've always treated KO as RTS.. it ain't a duel server at all

 

 

though I support the idea of bringing CA in

(and TUNGUSKAS !!!!11)

 

 

if it wasn't for the bugs and attitude mentioned by Deadbeef above ...

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I've always treated KO as RTS.. it ain't a duel server at all

 

 

though I support the idea of bringing CA in

(and TUNGUSKAS !!!!11)

 

 

if it wasn't for the bugs and attitude mentioned by Deadbeef above ...

 

I am in no way against it, but it simply does not work in the current state, unfortunately.

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Ok, thanks for the feedback guys. I hope that one day it will become a possibility.

As far as the griefing goes, its all based on the community and the mentality on the server overall. Youre not going to stop griefers if they really want to grief.

 

What would you guys think about attack ground convoys? An ability to send the convoy out from an already captured location? Of course it would be available just from the locations that have road connections/traversable terrain.

 

The cool challenge that this could offer is that the scout helos/strikers would have targets to seek and destroy, not just pound the static objectives or if youre on the offense escorting the convoy to its target. On top of that it would add a new strategic layer to the light RTS element that this mission has going on.


Edited by SomethingSimple
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good idea, Arthegor !

 

 

we've had something like that a year ago, callled "offensive convoys" - you could call them only on an enemy objective (not neutral or friendly), it cost a lot

the game turned into a stupid convoy spamming, that's all ... reducing the importance of helicopters

 

 

but your idea sounds better to me. and I'd add - those convoys wouldn't be able to capture objectives, just neutralize them. and it's obvious they should cost a lot

moreover, the units in the convoy are the same units from the objective - so if you send them out to fight to the next one, your objective loses units


Edited by ZHeN

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Yes! On top of that the map is geographically divided into 2 parts with unpassable terrain which is a good thing from the "road connection" perspective as this really puts the pressure on team that has lost an objective within their half of the map.

 

For example: You capture FARP Elbrus - you just instantly gained an opportunity to attack all of the bases in the north (road connected). So the red team is instantly pressured to take action ASAP.

 

On the other hand I believe there should be a range restriction (to maybe simulate the fuel that the units use?) as to keep the sense of progression in the mission (there is no real reason to capture bases deep in enemy territory, theres no way to sustain them)

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I thought about the defensive convoys as well, the way they spawn out of nowhere, sometimes they spawn on the enemy side to follow the road to the objective (Iam looking at you FARP Elbrus).

 

The solution that comes to my mind is simple. What if we made the heavy armor only be a part of the convoy after you take an Aerodrome on the enemy side?

You are still able to ferry the slingable units to the fresh FARPs that you just captured but the heavy armor is only available through airlift in heavy cargo planes.

 

The second part is that the convoys called in (whether defensive or offensive) would depart from the nearest captured Aerodrome (provided that theres a road connection). What I mean by this is that the "spawned new units" convoys would always originate from Aerodromes. This would be the most expensive option as this generates new units to go out into the field.

If you want to attack a location than your rule would apply - you can only send units from FARP to attack another FARP when they are located there. The FARP to FARP attacks with already stationed units could be a bit cheaper as you are not bringing anything new to the table, youre just using the stationed units.

 

This would make the Aerodromes a priority when deciding where to attack to get a foothold in the enemy territory(as it would be in a real conflict) while still having the option to "skirmish" around the FARPs and fortify them with light units.

 

Obviously doing this would require even more changes. For example the Aerodromes would need to be a bit harder to capture and I would go as far as either introducing ground crew for these as well, or at least a period when it is captured but unusable (maybe due to repairs after the attacks while capturing it).

The other change (dont really know if technically possible) is to introduce just the friendly ground units to the F10 map of every player in the air. It could be viewed as an abstraction of BLUFOR trackers and general intel on the battlefield that your pilot studied before the sortie - helping with the option to escort friendly convoys from place to place.

 

I believe that all of these changes could actually contribute towards longetivity of the campaign as well as make the progress of capturing bases with helicopters a bit slower. The idea of slowly pushing across the map from aerodromes towards FARPs and supplying them after getting into fights on the frontlines with ground units included sounds really good to me. This would also solve the overextension that sometimes happens as nothing is stopping you from clearing whichever objective you want and filling it with out-of-thin-air defensive convoys.


Edited by SomethingSimple
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we do have ground convoys of two types

 

As someone else said it already, I meant actual convoys traveling around. :huh:

 

Would be nice if there was some kind of a front line with actual units fighting on the ground. CAS would have a meaning.

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those ideas are nice, but I'm afraid HiJack can't look at them at the moment..

 

server needs basic fixing ... fix the campaign autoreset script, reduce 6 hours round to 4 hours - CTLD crashes often and the server itself ... please

HAWK at Senaki still isn't shooting at anyone


Edited by ZHeN

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Changing mission isn't ED's job, is it? Swap hawk for a buk on Senaki, change zone radius on Nalchik, remove kub from nalchik (not functional - same as hawk on senaki), move the buk back to the airfield, change round duration time?


Edited by ZHeN

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