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Well I have been reading ArmA CTI and stuff, and things doesnt sound hot enough for me, Im glad that BIS tried to keep things realistic, but steering away from the CTI's core without replacing it with a decent stuff isnt the brightest idea in the rack..
well here is my recommendation to keep both action, realism in place.
my points in suggesting this are,
Class based operatives (crew,pilot,infantry,officer,commando)
Mission templates for operative classes
Realistic base command
Realistic tactical mission conduction
Realistic material and equipment handling
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Total and realistic modern warfare
Ways to implement this,
There should be domination areas on the map, like towns or other strategic points but I would recommend map should be "Hex"ed, rather than unbalanced town locations. This should help to maintain a certain Battle Front
These areas should be under command of Garrisons which are to be represented by a field base (few tents maybe) and the area under their control should be guarded by few AAA/SAM units, few mobile MBTs/IFVs. Let say each of this hexes are sized around 5-10 km2
Having mobile and static armoured units will give something to shoot for Allied Helicopters and Armor units, If allied units are just the infantry that has been inserted via APCs or Airborne means, they could move into demolish Garrison Base In this case, Garrison will deploy few infantry squads to fight off. So infantry will have some stuff to deal with.
Damaged Garrisons will need supply trucks to replace the losses, and these trucks should be sent from HQ, so they can be intercepted by the Allied Special Operations units that are operating behind the enemy lines
A Garrison base without enough supplies (this should also reduce the ammo/fuel carried by that garrison's defenders) would be more vulnerable to further attacks and it will collapse, so this garrison will pack and fall back to a hex behind
Now in this case, base commander can "create missions" for the operatives, for example if the HQ has enough amount of supplies to perform an offensive operation, Commander will assign missions to Operatives, missions could be (regarding to supplies and equipment availability)
Motorized Infantry Assault (Infantry offensive)
Mechanized Infantry Assault (Infantry offensive)
Armored Spearhead (Armored offensive to kill enemy units)
Airborne Infantry operations (Tactical Infantry insertion)
Air Cavalry Operations (Tank busting / SEAD / Deep Strike)
etc...
When a Offensive Mission operatives (players) suitable for this class will take the mission and will be equipped accordingly, Once they start their operation, they can be supported by other mission operatives if there are any...
Operation commander should be responsible for the tactical planning for the missions assigned to single enemy garrison, while operatives can be other players. So other than Base commander, there could be Lt. Commanders to command squads assigned to that mission (example: 2 groups of Infantry, 1 group of APC/IFVs, 1 group of Support units)
So operatives, usual combatants, could get their squads moving respectively to the orders of Lt.Commander, in case they die, they should GROUP SPAWN so tank and helicopter operations can be kept going on. While Lt.Commander can be travel with the support group (ex. 2 trucks, 1 M113 mobile c2 unit)
Well Lt.Commander can be included if the battle size gets large enough to battle with few enemy garrisons at the same time other wise Commander can command the battle..
During offensive, both operatives and commanders should keep eye on their equipment, if they start to lose too much units, they should pull back their units and re-organize. Tanks and helicopters dont come-by easily as well as the weapons.
If the HQ is low on supplies, they should wait for shipment from mainland which should occur in certain time intervals, if the battle is going in favor, shipped equipment will be more offensive oriented, other wise mainland will send defensive equipment.
And if HQ is still low on supplies, where they cant launch an offensive, Base commander will assign defensive missions to operatives like,
Infantry Area Patrol, (to increase security in controlled territory)
Infantry Area Hold&Support (to intercept enemy offensive ops)
Armored Recon&Scout Operations (limited offensive ops)
Airlift operations (to supply garrisons)
Well both in defense and offense, all operatives (Crew, Infantry and Pilots) will be able to perform operations,
Special Operations teams can be deployed at all times since they dont require much supplies.
Base commanders can be loaded with other strategic options, like setting forthcoming supplies to offensive or defensive, requistition of advanced units (ex: T62 to T72 to T80...) and also they can be put in charge of strategic decisions. placing artillery pieces, calling in airstrikes, paratroopers... reinforcing or re-balancing existing garrisons...
also there will be 3 or 4 garrisons per side (accoring to zone of control) and since they will have certain amount of force (also infantry they have will only go out (appear) when enemy forces are entering their zone) this will keep the existing unit count as low as possible to provide smooth and lagless play...
let say;
3 AAA/SAM (per garrison)
2 MBT/IFV patrol
1 Squad of base area guards
2 Squads will be created if attackers are located inside zone of control
this means 3x2 + 2x2 + 1x8 + 2x6 = 18 units/garrison if the area is clear, and will top at 30 units if the garrison is under attack
so, 18x3 (garrisons) +12 (1 garrison is on alert deployment) = 66
so 66 per side is not a very high number in OFP standarts,
attackers size could be
1 group of Infantry
1 group of Support
1 group of MBTs
let say 1x8 + 1x6 + 1x6 = 20 units... is also nothing so total existing units would barely reach at 200 globally including support trucks, base commanders and other misc. units.
will add more I got to go...
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