Thanks Jcb, Great feedback!jcb989 wrote:I have a suggestion. You can get around the 64 limit, if you use reinforcement scripts for the allies.GottaLove88s wrote: upgraded Dieppe v1 to v1.01...
* There's a slightly corny but effective map change to permit the Allies a deployment phase into their LCTs
(can load upto 3 units into each LCT, or 1 infantry unit into each Destroyer, as players prefer)
* This means that Allies can start with more units (and remain under Slith's 64 unit limit per side)
I think, less LCT's with more units in them will not balance well, just my humble opinion.
What I think they will do is provide fewer but far more tempting targets for cannon-play.
BUT
If you create some landing "waves" via reinforcement scripts, and include smoking units in those,
then we may find the map can be balanced to give the allies at least a (low %) chance of success.
If not that, then I think after setting the historical scenario version, you will quickly need
"what if" modifications.
I think the map is truly awesome and the concept terrific. I see a ton of potential to get this
to be a truly unique map and scenario!
Big fat LCTs carrying 3 units are a killer for newbies that don't learn to protect 'em with smoke (and for some of us 'professionals' too, if we're foolish or really unlucky). You're right tho, and I already miss the mix of having LCTs and LCAs. It made for a more realistic looking fleet, and def spread one's eggs across many baskets, phew. We went this way to incorporate other players' feedback from v1, and this was a way to achieve it. But Ranger & I reckon we'll prob go back to a mix again in a future v1.02. Your advice makes it even more likely...
Have you tried v1.01 yet? There is a huge new reason why more LCs should successfully land. To properly simulate Dieppe, the first five turns are at night... with halved LOS... A good player will be able to land plenty before dawn... Play me 2way to test?
Landing waves were an idea I toyed with, but rejected for Dieppe for 4 reasons... (i) the map only covers central Dieppe (red, white & blue beaches) which were historically hit as one wave, (ii) forcibly breaking up the Allied attack into waves, through scripting, gave the Germans too much of a defence advantage, (iii) waves took away player choice and variation, to decide to make one massive attack, or to split into assault forces to hit multiple points (eg. targeting key coastal guns) at the same or different times, and (iv) I wanted to give players full WYSIWYG. With Dieppe, Germans know from the start that they have plenty of units, but their strongest are at the back, so they must bring them forwards. That takes time. And where to? In contrast, Allies see their huge fleet and all of its contents, and must decide where to assault, all in one, or silence multiple targets. As for Capt Hughes-Hallett on the day, what he sees is what he's got. No hidden surprises in his units. No lucky extras to dribble in later... Those were the main thought processes after some experimentation... However, reinforcement waves work really well in the right place, your Capture the Fuel Depot is a perfect example Justin... They just didn't simulate what I wanted here...
But it's still pretty beta and we're learning. The dream end goal is to have rolling VP flags, dependent on each preceding flag, to make it more of a raid, ie. land, achieve tasks such as kill 152mms, take code book from the Bellevue, destroy radar station, etc, then get the heck out of Dodge, with a 'score' based on achievements and survivors who get back... When we get that far, we'll def need scripted reinforcements for replacement LCs, to get the boys off the beaches... So hopefully, you'll ultimately see something of what you're asking for.
Night makes a bigger difference than you might think... Try me?




