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Scenario Design: Ownership of objectives and formation settings

GoodGuy

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1) Since there is no enemy AI scripting yet, a feature to flag particular sub units (say Regiment 1) as "owner" of a particular objective would be nice.
For instance, say a designer wants a particular Regiment (1 in this case) to defend some crossroad objective, and another Regiment (2) to defend a city, the scenario designer could then determine the owner of a particular objective (just like in the real world, where particular units or forces get orders to attack, defend, or flank/surround certain objectives), with such function, while the enemy AI would be free to shuffle around the rest of the troops, or deduct/reassign elements (on a Bn level) of the owner, if objectives remain uncontested, but with the task that at least one element of the Rgt has to stay at the objective (unless or until the Boss decides to cull the objective).

For say Russian theater missions (or Normandy scenarions), large defensive lines could be simulated that way.

2) If the Scenario designer could set (and store) formation settings (eg. line formation with a certain depth/width, which could be either "timed" or active over the full course of the scenario), he could recreate historical settings where units were either lined up (ie. WW 1 trench lines) or stretched (eg. overextended 28th Inf Div in the Ardennes) over large fronts, even without scripting.

Both tools are needed if a designer wants to simulate a rather passive defense that intends to not just hold a general area, but (just like in WW II) to deny the penetration of a well established defensive line.
An additional benefit of a combination of no. 1 + no. 2 above would be that a designer (Panther or community) could design staggered defenses (Northern pincer movement during the Battle of Kursk for example), with dedicated Inf lines up front, AT units blended in or behind them, and a 2nd and 3rd line behind the main line, (and arty at the very rear).
These 2 functions would make for the most realistic (as well as historic) scenario designs, and would make the introduction of scripting pretty much obsolete/unnecessary, as objectives can be timed.

3) This would blend in fine with rectangular objectives, of course.
 
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Dave 'Arjuna' O'Connor

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I think I would prefer implementing scenario specific scripting by being able to issue a set of initial orders. But this should wait till after we have sequential tasking and triggers. We need to then create a UI for it in the SM so you can issue orders just as in the game. We could even expand the notion of triggers to include conditional branching and add in some probabilities as to which branch is chosen just to make it less predictable.
 

GoodGuy

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I think I would prefer implementing scenario specific scripting by being able to issue a set of initial orders. But this should wait till after we have sequential tasking and triggers. We need to then create a UI for it in the SM so you can issue orders just as in the game. We could even expand the notion of triggers to include conditional branching and add in some probabilities as to which branch is chosen just to make it less predictable.

Yes yes, scipting opens up a whole new world.
1) But technically, scripting is a waaaay bigger task. Wouldn't it be feasable to add an option in the main menu (and do without a fancy/sophisticated UI interface) under "unit" -> "formation" "line" and give it a standard width and adjust the AI code so that the unit will remain stretched for an x amount of time?

2) What do you think about "ownership? This would totally make up for the lack of scripting and sequential tasking UNTIL you actually have the time/resources to introduce them, so that designers can actually create more challenging scenarios even before scripting/tasking is at the horizon. The Panther designers would benefit too.

3) So what about rectangular objectives. Is there any chance that they make it into the ScenMaker?
 
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miya

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I do like the first of GoodGuys suggestions. To be able to allocate a specific formation or unit, let's say Regiment 1, to a certain objective opens many possibilities for scenario designers. This could be very useful especially on the lager maps with hundreds of units.
 

Arkadiy

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Apologies for resurrecting a really old topic. But since it's talking about the AI's defense and maps with tons of units - HQ conductive "active" defense would prevent players from having to babysit units in defensive positions. In my limited experience, units often aren't placed to mutually support one another on defense, and the neighbors witness a whipping inflicted on the less fortunate without reacting.
 
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Apologies for resurrecting a really old topic. But since it's talking about the AI's defense and maps with tons of units - HQ conductive "active" defense would prevent players from having to babysit units in defensive positions. In my limited experience, units often aren't placed to mutually support one another on defense, and the neighbors witness a whipping inflicted on the less fortunate without reacting.
Some of this can be accomplished now, though not in the manner suggested.

A game designer can assign a unit to a "do or die" defense by designating it as a static unit.

A line or critical points on the map will receive added friendly side defensive consideration by the use of objectives with friendly forces objective points assigned to them.
 
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