Page 1 of 1

TIP ... Creating a TANK AMBUSH (dug-in)

Posted: Mon Dec 13, 2010 3:05 pm
by Merr
Here's a quick tip when designing a scenario where you want the defending tanks to start the scenario in "ambush" mode.

Normally, the process to design a scenario begins with the making the map, then placing the units, right?
Well, this sequence prevents you from placing units (tanks and vehicles) into cover terrain because they can't go there! :cry:

Solution? .... Place the tank first, then drop a terrain tile like "forest" (or cover object ... eg sandbags, building, etc) .. Viola!

You thought infantry in ambush was threating? You've got another thing coming! :twisted:

Of course .... One might think ... I could always change the terrain.txt to allow tanks in forest, blah blah. Yeah sure, but that's a global effect, everybody (and their brother) would be running around in the woods!

This just sets the initial "ambush" ... If the tank leaves the tile ... it can't go back! Typical tank defence when it comes to "diggin in".

Also, as a benefit ... As far as I can tell, the extra "cover bonus" reduces the hit chance against your dug-in tank!
Now that's extra twisted :twisted: :twisted: !

Merr

Posted: Mon Dec 13, 2010 3:31 pm
by junk2drive
I always wondered about this one

// if prepared
if ( GetAttrib (me, "Prepared") == 1 )
{
SetUnitIconMask(me, 16) ;
}

The icon is in the uniticons but has never made it into the game. Maybe too effective? Maybe when we get foxholes and trenches?

I've played other games where tanks are placed on islands of terrain to represent off shore batteries or on shore emplacements.

Good idea you have up there.

Posted: Wed Dec 15, 2010 6:27 pm
by Merr
BTW, I forgot to mention a small issue with vehicles in cover ...

If the unit is hidden it's vulnerable to "area fire" ... which may result in it's destruction :shock: ... more vulnerable than being revealed.

Posted: Wed Dec 15, 2010 6:34 pm
by junk2drive
It's always good to have a downside with a risk factor.

Since the scenario designer does this and not the player, then he just needs to give a warning to the player about the risk and let him decide to leave them there or move out. I would think that the AI would move out unless set to 64.

Posted: Wed Dec 15, 2010 6:57 pm
by Merr
junk2drive wrote:It's always good to have a downside with a risk factor.

Since the scenario designer does this and not the player, then he just needs to give a warning to the player about the risk and let him decide to leave them there or move out. I would think that the AI would move out unless set to 64.
It can be fixed though ... in my TrackHit! mod I added a condition that allowed the tank (in cover) to take suppresion but not be eliminated. I reset this back to normal though when I had my "set back".

BTW, regarding the TrackHit! mod ... I'm up to version 0.91 :) ... worth sending it to you very soon for a go at it.

Oh, I added a new line to the tooltip, called CHANCE TO HIT TRACK .... basic feedback to tell you the difference between using AIMLOW or a normal AP attack.
If using an AIMLOW shot, the chance degrades over distance, from 70% at distance 1, out to 20%.
Normal chance is 10% at any range, the AIMLOW boosts it dramatically.