64 player skirmish map, simulating a set-peice assault.
Posted: 2012-09-25 09:07
Hi Rhino,
This should be an interesting mod, congratulations for giving it a go.
Whilst PR attempts to simulate combined arms, to my knowledge the main infantry battles were fought in set-peice moves (company assaults, etc) and supported by army artillery and naval gunfire.
I understand that it's exciting to have the planes and simulate an air battle, however is it possible to create a 'simulation' type scenario of a set-peice infantry attack (in low light/the dark if possible)?
I'm no army man, I have no idea of the dimensions involved, but my thinking was thus:
# Instead of the 'normal' BF2 map allowing different routes to objectives, instead the map could be a 'corridor', perhaps 800m wide yet a couple of km long.
# British start spawns are simply the 'front line' i.e. dead ground within 200m of the enemy, and 'rear area', which is a mortar position (to simulate artillery).
# Argentinian start spawns are on trench lines (or lines of earth bunkers), each trench line 150m behind the other.
Hence ironically, we have a set-out battle with planned defence and planned offence, and little room for improvisation. It goes completely against what BF2 and PR normally strive for, and I think it would work very well.
There could be shell holes/peat ditches for cover (if needed), but generally the side with the best shooters should always win.
Obviously the map could be tweaked, but I think that this would add an excellent simulation of something not ever tried before in PR - a set piece attack and a set piece defence.
I'm gonna get slated for this.. I just think it is an excellent opportunity to bring back some simple (ish) infantry combat without making things complicated.
Yes, you could simulate medevac and supply to the mortars, but I think that this would be pointless and it would be great to see a 32 vs 32 infantry combat map. I suggested it be narrow and linear to simulate the lines dividing other units' attacks.
Variables could obviously be night/day (are flares available?), smoke in the mortar ammo or just explosive, Argentinian mortar support, on-call artillery in the JDAM request style (to simulate naval gunfire), etc. And obviously the HAT kits would be invaluable to the British side, as they were at the time.
But I'd be very excited to see a PR map that for once doesn't just involve a huge flank via helicopter, and instead relies on the overall skill of supporting MG's and individual accuracy/suppression.
disclaimer: Yes, it would end up as a huge skirmish. To my knowledge that's what a night assault basically is.
You could disallow crates, and simply have the respawns (in the dead ground or in the Argentinian rear area) simulating people returning to the fight after making sure their mates got medical attention, or rationalise them as ammunition carriers, stretcher bearers, etc.
This should be an interesting mod, congratulations for giving it a go.
Whilst PR attempts to simulate combined arms, to my knowledge the main infantry battles were fought in set-peice moves (company assaults, etc) and supported by army artillery and naval gunfire.
I understand that it's exciting to have the planes and simulate an air battle, however is it possible to create a 'simulation' type scenario of a set-peice infantry attack (in low light/the dark if possible)?
I'm no army man, I have no idea of the dimensions involved, but my thinking was thus:
# Instead of the 'normal' BF2 map allowing different routes to objectives, instead the map could be a 'corridor', perhaps 800m wide yet a couple of km long.
# British start spawns are simply the 'front line' i.e. dead ground within 200m of the enemy, and 'rear area', which is a mortar position (to simulate artillery).
# Argentinian start spawns are on trench lines (or lines of earth bunkers), each trench line 150m behind the other.
Hence ironically, we have a set-out battle with planned defence and planned offence, and little room for improvisation. It goes completely against what BF2 and PR normally strive for, and I think it would work very well.
There could be shell holes/peat ditches for cover (if needed), but generally the side with the best shooters should always win.
Obviously the map could be tweaked, but I think that this would add an excellent simulation of something not ever tried before in PR - a set piece attack and a set piece defence.
I'm gonna get slated for this.. I just think it is an excellent opportunity to bring back some simple (ish) infantry combat without making things complicated.
Yes, you could simulate medevac and supply to the mortars, but I think that this would be pointless and it would be great to see a 32 vs 32 infantry combat map. I suggested it be narrow and linear to simulate the lines dividing other units' attacks.
Variables could obviously be night/day (are flares available?), smoke in the mortar ammo or just explosive, Argentinian mortar support, on-call artillery in the JDAM request style (to simulate naval gunfire), etc. And obviously the HAT kits would be invaluable to the British side, as they were at the time.
But I'd be very excited to see a PR map that for once doesn't just involve a huge flank via helicopter, and instead relies on the overall skill of supporting MG's and individual accuracy/suppression.
disclaimer: Yes, it would end up as a huge skirmish. To my knowledge that's what a night assault basically is.
You could disallow crates, and simply have the respawns (in the dead ground or in the Argentinian rear area) simulating people returning to the fight after making sure their mates got medical attention, or rationalise them as ammunition carriers, stretcher bearers, etc.

