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Dr Zaius
27 Apr 04, 21:49
I'm not sure what Col Lunsford's plan is for the future of DA, but we can use this thread for suggestions and user-requests. I'm sure many of them Jim has already heard, however, this thread might yield some useful ideas that he hasn't thought of. At the very least it will help provide him with some feedback from the civilian wargamer community. Here are a few ideas of my own.

As it stands right now, DA does display order of battle information. The method in which it is displayed could be improved though. Right now the OOB is displayed in a simple text format as follows:

HQ 4ID(M) 100% 2
..1BDE 100% 38
..2BDE 100% 38
..3BDE 100% 40

HQ 22 FA BDE
..1-22 FA 100% 16
..2-22 FA 100% 16

The problem with this is that when units are displayed as being under a particular HQ, all the units task organized under that unit disappear. This can be a real pain when developing scenarios and also isn't as useful as it should be during gameplay. There are several ways to handle this. On way is Col Lunsford could implement a system similar to what ATF has where units are listed in a clickable hierachy. Alternately, the simple text format could be maintained, but simply add all task organized units as follows:

HQ 4ID(M) 100% 2
..1BDE 100% 38
....1-83INF 100% 10
....2-83INF 100% 10
....2-66AR 100% 14
....A/1-99FA 100% 18
....882ENG 100% 2
..2BDE 100% 38
....1-33INF 100% 10
....2-33INF 100% 10
....1-66AR 100% 14
....B/1-99FA 100% 18
....882ENG 100% 2
..3BDE 100% 40
....1-74INF 100% 10
....1-21AR 100% 14
....2-21AR 100% 14
....C/1-99FA 100% 18
....882ENG 100% 2

I would think this this would be fairly easy to implement.

Dr Zaius
27 Apr 04, 21:53
Right now either player can view the enemy's OOB by simply clicking on it. We have to rely on the honor system to keep people from cheating. I would like to see this changed for PBEM games so that you can't look at your opponent's OOB unit the game is completed.

CPangracs
28 Apr 04, 00:30
I'm not sure what Col Lunsford's plan is for the future of DA, but we can use this thread for suggestions and user-requests. I'm sure many of them Jim has already heard, however, this thread might yield some useful ideas that he hasn't thought of. At the very least it will help provide him with some feedback from the civilian wargamer community. Here are a few ideas of my own.

As it stands right now, DA does display order of battle information. The method in which it is displayed could be improved though. Right now the OOB is displayed in a simple text format as follows:

HQ 4ID(M) 100% 2
..1BDE 100% 38
..2BDE 100% 38
..3BDE 100% 40

HQ 22 FA BDE
..1-22 FA 100% 16
..2-22 FA 100% 16

The problem with this is that when units are displayed as being under a particular HQ, all the units task organized under that unit disappear. This can be a real pain when developing scenarios and also isn't as useful as it should be during gameplay. There are several ways to handle this. On way is Col Lunsford could implement a system similar to what ATF has where units are listed in a clickable hierachy. Alternately, the simple text format could be maintained, but simply add all task organized units as follows:

HQ 4ID(M) 100% 2
..1BDE 100% 38
....1-83INF 100% 10
....2-83INF 100% 10
....2-66AR 100% 14
....A/1-99FA 100% 18
....882ENG 100% 2
..2BDE 100% 38
....1-33INF 100% 10
....2-33INF 100% 10
....1-66AR 100% 14
....B/1-99FA 100% 18
....882ENG 100% 2
..3BDE 100% 40
....1-74INF 100% 10
....1-21AR 100% 14
....2-21AR 100% 14
....C/1-99FA 100% 18
....882ENG 100% 2

I would think this this would be fairly easy to implement.
Try Clicking on "Reports" and selecting the Unit Report. You will get a COMPLETE roll-up of ALL your units, their current status, location, and higher HQ.;)

Dr Zaius
28 Apr 04, 12:35
Try Clicking on "Reports" and selecting the Unit Report. You will get a COMPLETE roll-up of ALL your units, their current status, location, and higher HQ.;)
Thanks for the tip. It's actually under "Print" - "Unit Report." That does help, but it still would be even more helpful if they were organized under each other like a proper OOB. It apears that they are currently listed as they were enetered by the scenario author.

Saber 12
29 Apr 04, 22:08
This was from an earlier thread from Maddog, regarding the ability to task organize under a brigade shell (the BDE HHC if you will).
Example, on the NTC 2 scenario there are only manuever battalions, no higher BCT to task organize them under. I don't want to have to move/fight each one of these BNs seperately-I want to attach them as subordinate units under a BCT, along with supporting artillery, engineer, ADA, so on. I want them to get supplies from the division support command (DISCOM) via the BCT forward support battalion (FSB) while task org'd.

Would also like to see supporting or division troops to be broken down to even company level, in order to slice them out to the various BCT or Division nodes.
Example, again on NCT 2 there's only 1x Eng BN & 1 ADA CO, and the DivCAV SQD. Would like the ability to slice their subordinate COs or PLTs out where I need them-say, give the three BCTs an engineer co each, or give an ADA PLT each to the main effort BCT, DISCOM, and DMain.

Understand I can do the above functions now using the editor but logistics haven't always worked like I'd wanted.

Finally, I've always felt that I got too much info on the bad guys thru contact or passing thru an NAI. Did see an early post that said this info isn't entirely accurate, but if it's 90% it's probably too much. I can see that if an enemy unit stays under observation over a longer period of time that the G2 will be able to build a clearer picture of that unit's capabilites-so maybe DA could reflect that-the longer the time unit is observed or, the more collection assets used or friendly units engaging it, the better the intel.

just my $.02

Also good to see the renewed interest in DA-always felt it had alot of untapped potential.

out,
P

cbelva
29 Apr 04, 23:06
Most of what Saber 12 is asking is do-able with DA. It all depends on the scenario maker. The way NTC 2 is set up was determined by the person who made that Scenario. It is possible to make a scenario where you have a BCT where you task organize the Bn's to the BCT and move only the BCT. You can also break down the support units such as ADA and Eng to platoon level and attack them to various commands.

Granted, not all wargame will do everything I would like for them to do. However, DA is deeper than it seems. The more I get into it, the more flexible I realize it is. Along with a very easy and simple interface and scenario editor.

Dr Zaius
30 Apr 04, 09:17
I believe what Saber 12 is talking about is a little different than the current task organization method modelled in DA. What DA currently does is temporarily absorb the task organized unit into its combat strength, which increases the size of the unit footprint accordingly. However, as Saber 12 points out, the DA engine looks at each unit in light of its specific capabilities. With the exception of artillery, it doesn't seem to do this with task organized units (i.e. a brigade which has an engineer company attached doesn't gain any new abilities, it simply gains the RCP of the engineers. When there is a specific engineer mission to be performed, the engineers can be un-attached, but remain under the command of the brigade to perform their mission.

What Saber 12 seems to be asking about is a system similar to what Highway to the Reich (HttR) has. That system allows you to give orders to a HQ and all the subordinate elements of the command will automatically move in an effort to carry out the overall mission. They remain separate icons on the map, evon though they are "task organized" in the OOB. In DA you have to do this one unit at a time and I don't know that you can have "multi-echelon" task organization as I haven't tried it. In other words, I don't think you can create companies out of individual platoons with task organization, then task organize the companies under a battalion, etc. I believe you can only task organize one layer deep. I admit I have been thinking the same thing as Saber 12. it would be neat to be able to task organize in as many layers as needed. You could then create hyper-realistic OOBs that truly reflect how a modern combat unit is structured. Of course, this would require some dramatic changes to the DA code. The unit limit would have to be significantly increased as it would take 150 units to model a single BCT!

Rebel Roll
30 Apr 04, 10:32
I would like to see DA take into account night combat, and one sides advantages/disadvantages.

Saber 12
30 Apr 04, 10:47
roger Maddog. I'd like to see the BCT have increased engineering or ADA capability when I add those supporting units to the BCT task org-same as arty does now.
P

Dr Zaius
30 Apr 04, 14:10
roger Maddog. I'd like to see the BCT have increased engineering or ADA capability when I add those supporting units to the BCT task org-same as arty does now.
P
Right now there is really no reason to task organize engineer or ADA units under a higher unit, even though I have done it in some of my own scenarios. The reason I am doing it so the player can easily move the BCT around the battlefield and then detech the engineer unit when needed. Same goes for the ADA element. Leaving them as separate units increases the player's workload and uses up more game engine resources.

Dr Zaius
30 Apr 04, 14:15
I would like to see DA take into account night combat, and one sides advantages/disadvantages.
Agreed. I would be satisfied if each side had a simple global setting reflecting the side's night fighting ability. This would be a combination of training plus NVG equipment. During night hours movement rates would be reduced by 10-30% and spotting would be a little more difficult. The side's night fighting rating would help to partially offset this disadvantage.

Rebel Roll
30 Apr 04, 16:53
Agreed. I would be satisfied if each side had a simple global setting reflecting the side's night fighting ability. This would be a combination of training plus NVG equipment. During night hours movement rates would be reduced by 10-30% and spotting would be a little more difficult. The side's night fighting rating would help to partially offset this disadvantage.

Seems it would be easy enough to do. I wouldn't mind seeing weather modeled somehow eventually too, but I would rather see the night issue resolved first.

Rebel Roll
30 Apr 04, 16:58
Another thing I would like to see changed is when a unit is forced to retreat it not just take off in the opposite direction it is being attacked from. They tend to ignore the terrain they pass through. I think something along the lines of a rally point would be a good start. Also, terrain restrictions need to be taken into account as well.

Dr Zaius
30 Apr 04, 19:57
Another thing I would like to see changed is when a unit is forced to retreat it not just take off in the opposite direction it is being attacked from. They tend to ignore the terrain they pass through. I think something along the lines of a rally point would be a good start. Also, terrain restrictions need to be taken into account as well.
There is a way to do this but it's somewhat time consuming. Eash unit can have a "retreat route" plotted for it. There is a check box for this on the unit report. I admit I have not made use of it so I don't know how effective it is, but it seems to be a way to set a rally point.


Seems it would be easy enough to do. I wouldn't mind seeing weather modeled somehow eventually too, but I would rather see the night issue resolved first.

Agreed. I don't think the weather model needs to be terribly complex (although that would be a plus), it simply need to be able to model changing weather conditions. For instance, I would like the first 10 turns (20 hours) of the scenario to have clear weather, then on turn 11 a sandstorm comes in and severely limits visibility and movement. It should be fairly straight forward to implement such a system.

KG_Norad
01 May 04, 11:04
I would like to be able to veiw all movement paths, and all friendly footprints.

cbelva
01 May 04, 11:29
I would like to be able to veiw all movement paths, and all friendly footprints.
I will second this request.

Mompariglia
01 Jun 04, 03:23
I wish I could have an esteem of the maximum distance every land unit can cover in a turn, as it happens for AH and UAV. :nuts:
M

Deltapooh
01 Jun 04, 14:15
I wish I could have an esteem of the maximum distance every land unit can cover in a turn, as it happens for AH and UAV. :nuts:
M

You can. First, there is the estimation provided when you create a path. There is also a chart available in CPangrac's Decisive Action Primer.

Mompariglia
01 Jun 04, 15:40
Where is the estimation? There's no info about it in the manual. Also, can you post a link to CPangrac's guide? :nuts:
M

amrcg
07 Jul 04, 10:49
Where is it?

Regards,
Antonio

Deltapooh
07 Jul 04, 16:31
Sorry for taking so long to reply.

You can download Curt's DA Primer here (http://www.warfarehq.com/archives/attachment.php?attachmentid=613)

As for estimating distances. Draw a path, and look in the status bar, there should be an estimated range and number of turns required to reach the end of that path.

Sniper
10 Dec 04, 13:46
I would like to see the size or shape of the TAIs change.

Reason: In one of my first games (BHorse1), I placed an TAI directly over the top of a friendly blue unit. The unit was completly hidden and as the game progressed, I completely forgot about the unit under the TAI until it took a royal thumping from the advancing red units. As a possible alternative, display all friendly units when in the graphics mode.

Thanks,
Randy

WNourse
10 Dec 04, 14:02
It would be great to enable the right mouseclick and have access to the various toolbar/menu options available (ie set target, sead, cffz, etc on an Opfor unit or location - enter movement mode for friendly unit, etc).

Will

MikMyk
10 May 05, 18:05
Ability to zoom in and out of the map. Not real annoying or anything but its there.

IntelGuy
05 Aug 05, 09:57
Must have:
Display units when in graphics menu!!!

Nice to have:
I would like to see a unit's HQ be highlighted when I click on it. Or maybe something like in POA 2, where lines are drawn between HQ and subordinate units.

cbelva
05 Aug 05, 10:21
[QUOTE=IntelGuy]Must have:
Display units when in graphics menu!!!:QUOTE]

You can already do this. Just go to the Options menu in the graphics menu and choose "view blue" or "view red" or "view all" and all the units will appear on the map. :cool:

IntelGuy
05 Aug 05, 10:57
Great. I didn't know that. Thanks.

terror
07 Nov 05, 08:20
Good day to you all. I am looking to start playing Decisive Action and I am looking for anybody that is like minded. So any help in this matter would be appreciated.
I am situated in the UK and have all the time available to learn my way around this Simulation (Decisive Action). So if dedication is called for then count me in.
I have a large military back ground .now retired.
Worked with doing NATO Planning.
I also like to have fun.
Also need help trying to track this game down in the UK (slippery mother finding a lot about it).
So I look forward to hearing from you.
So until later then. take care Terror.

Gary
07 Nov 05, 10:47
Hi,

Once you have this one I would be prepared to play through some pbem scenarios with you. The only place you can get Decisive Action here in the UK is from Strategic Plus Software. www.sps-systems.co.uk

If they haven't got it they will get it for you or you can order direct from HPS. Takes about fives days for games to arrive here from them

terror
07 Nov 05, 15:17
Garry, A very big thank you for the prompt return to the post concerning (Decisive Action)..
I have now paid and ordered the game so thank you again.
Now the big Question about support’ I belong to an on line clan who play battle- field-2. This is our link we are most ex service men, do we have any thing like this for this game.http://www.3rdranger.org/ :) are you able to use MSN and chat on line and do you use team speak.

Gary
08 Nov 05, 03:04
The only active support/player area for Decisive Action that I am aware of is here. The members tend to be mainly serving or ex forces members. Decisive Action and for that matter most of the other sims supported here are niche market sims. They generally appeal to gamers who are seeking sims that truely mimic military planning with great detail and depth. Hence the reason that if you want to buy HPS or Shrapnel games in the UK you either have to buy them direct from the U.S. or Strategic Plus who are the sole suppliers here in the U.K.

cheers


Gary

bongotastic
15 Jan 06, 13:30
Just a convenience,

It would be great if UAVs and helo could remember their previous patrol trajectory so we don't have to replot every turn.

Dr Zaius
15 Jan 06, 14:10
The last time I talked to Jim it seemed unlikely that there would be any additional changes or improvements to the civilian version of DA. The game just didn't generate enough interest to justify his time and effort.

There is a military version of DA which contains some significant changes from the civilian version. However, some of these changes are really only suitable for a training environment and would actually serve to make the game less enjoyable and more work for a single player. At one point Jim was considering porting some of these changes to the civilian version if there was interest in doing so.

I can't speak for Jim, but I would be surprised if there is much official support for DA in the future. My feeling is that he is a little burned out on DA and wants to move on to a more "fun" project.

bongotastic
15 Jan 06, 16:18
That is fair enough, although too bad.

I found DA as I was gathering ideas to write my own simulator. I want to implements:

1 - some aspects of command and control based on Entropy-based warfare ( http://www.mors.org/publications/phalanx/dec00/feature.htm ). This will alsom comes with an enhance modeling of the fog of war for the friendlies, terrain and foes. The overall result would lead to maintain the fastest operational tempo.

2 - unlimited map size and resolution to allow to have large theaters including some high-resolution areas without soaking up the memory in terrain encoding. This can be done using odd tessellation techniques and other newish data structures. This would also allow scaling without problems.

3 - Browsable logs and stats for all units.

4 - More detailed logistic system, but with staff routines to actually take the load off the player. Supply classes, dumps, spoilage and pilfering, medical infrastructure, etc... The player would only have to determine priorities in case of conflict and the rest will follow.

5 - Easy extendability to write custom routines, AI doctrines and staff preparation, new systems using an open-source license and a very convenient programming language: python.

6 - An umpire interface similar to TacOps.


DA may be the closest thing to what I've been looking for in a long time, though. I have a lot of fun playing with it even if I have to plot 6 UAV's paths for 48 turns manually :crosseye:

cheers,

C

Hub
28 Apr 07, 22:07
Grab and drag or mouse wheel to scroll the map window would be nice to have...

Redwolf
29 Apr 07, 14:06
Since this is the wish list:

I pretty much can't play this game because I have no capacity to memorize all the little cute icons in the task bar and elsewhere and I can't play often enough.

So every time I come back games like DA and ATF they require me to swap this stuff in manually. Needless to say, this makes me go back to other games that use a less memory intensive interface.

I would like to see a button that converts all the cute icons to text, like TacOps does. Another alternative would be to have every one of the icons with a "backup" in the pull-down menus.

DrMoloch
03 Jun 07, 15:26
MY wish list for DA? Here are a few items:

1.) Blue command and control and effectiveness of Blue sories is degraded due to Red ASATs and Red's ability to take down GPS satellites.

2.) Nuclear weapons. These would make the game unplayable if used in sufficient numbers, but the EMP effects would be interesting to play around with.

3.) A few extra premade maps for rolling your own scenarios.

4.) Airborne drops and amphibious landings

Dr M