upyr1 Posted August 20, 2021 Posted August 20, 2021 The template system we have now needs to be tossed out and replaced with something table of equipment/ organization. For example if we're building a tank battalion, we would start with a blank tree and the option to add, remove or edit branches. When we click to edit a branch, we would have the choice of loading from a company template or creating a new one. At the end we might end up with something like this Then on the map editor instead of simply having the option to place one vehicle or soldier at a time, we should have the option to place a whole unit (squad, platoon, company and whatever else we did a template for)
Tippis Posted August 20, 2021 Posted August 20, 2021 It's an interesting idea… I see two immediate problems, though. One is that templates serve a bit of an unfortunate overlap in purpose: they're both a simple way of mass-populating pre-made unit groups, and a way to define deployment patterns that can be assigned via waypoint actions. Oh, and as a way to (very clumsily) manipulate some aspects of entire groups, such as rotating the formation. If the current template system was tossed out, it would immediately have to be tossed right back in to maintain that functionality. It could probably be streamlined in the process to fit that one purpose a bit more specifically, though, so that might not be a bad thing regardless. The other is that, while full component-based TOE would make a lot of simulation sense, chances are that if you placed an entire battalion in a mission, the ME (or the client or server trying to run it) would just limply flop over and die. Realistic numbers isn't exactly DCS' strong suit, unfortunately. Granted, some of that could probably be fixed by not actually fully populating everything, and just pick the core elements that are interesting to blow up. ❧ ❧ Inside you are two wolves. One cannot land; the other shoots friendlies. You are a Goon. ❧ ❧
upyr1 Posted August 20, 2021 Author Posted August 20, 2021 (edited) 18 hours ago, Tippis said: It's an interesting idea… I see two immediate problems, though. One is that templates serve a bit of an unfortunate overlap in purpose: they're both a simple way of mass-populating pre-made unit groups, and a way to define deployment patterns that can be assigned via waypoint actions. Oh, and as a way to (very clumsily) manipulate some aspects of entire groups, such as rotating the formation. If the current template system was tossed out, it would immediately have to be tossed right back in to maintain that functionality. It could probably be streamlined in the process to fit that one purpose a bit more specifically, though, so that might not be a bad thing regardless. If something worked with the old system there is no reason to toss it out 18 hours ago, Tippis said: The other is that, while full component-based TOE would make a lot of simulation sense, chances are that if you placed an entire battalion in a mission, the ME (or the client or server trying to run it) would just limply flop over and die. Realistic numbers isn't exactly DCS' strong suit, unfortunately. Granted, some of that could probably be fixed by not actually fully populating everything, and just pick the core elements that are interesting to blow up. If a battalion kills your computer then you use smaller units. The principal is the same. I just used that as an example you would construct the trees whatever size you need then when you are building a mission you select the unit you want. Edited August 21, 2021 by upyr1
Tank50us Posted August 23, 2021 Posted August 23, 2021 On 8/20/2021 at 4:08 PM, upyr1 said: If a battalion kills your computer then you use smaller units. The principal is the same. I just used that as an example you would construct the trees whatever size you need then when you are building a mission you select the unit you want. I would say go with platoon sized elements, as the platoon is the smallest unit on the battlefield that can be ordered to go do something important (Ex, go take that hill). And a platoon of tanks for example is anywhere from 4-6 tanks depending on type and country. Then it's just a matter of keeping track of which platoon is which for scripting purposes.
upyr1 Posted August 23, 2021 Author Posted August 23, 2021 5 hours ago, Tank50us said: I would say go with platoon sized elements, as the platoon is the smallest unit on the battlefield that can be ordered to go do something important (Ex, go take that hill). And a platoon of tanks for example is anywhere from 4-6 tanks depending on type and country. Then it's just a matter of keeping track of which platoon is which for scripting purposes. If you have 4 platoons you now have a company. So the next question, is what is the largest unit you've had on a DCS map? Anyhow as this isn't a discussion on on the unit size but rather improvements on templates I will recap the basic idea. Instead of the system now where we build a unit then select it to add it to the templates we would have a template editor which starts with a tree we would have a menu where we classify the units size, (fire team, on up) branch of arms, nation, and possibly years we will be able to add or remove branches as needed. So let's say instead of building an armored platoon we are working on a Russian infantry squad. Which looks something like this So we click on a branch and can either add an individual soldier, vehicle, fire team or make a new fire team. So we might have a mechanized infantry squad with 2 fire teams and a BMP Then when we are working with a platoon instead of fire teams the lower unit is a squad.
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