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.
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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