The Slot

Checkyersix Wrote:Not sure if this has been cleared up yet, but there seems to be some misunderstanding of DCG in this thread. You don't need ROADS for a DCG location, just waypoints. A route for a vehicle in DCG is just a series of waypoints for it to travel over. It's even possible to build them crossing rivers, going through jungles, etc. If the map is missing actual roads, it doesn't matter to DCG, the tanks will just go from waypoint to waypoint. I've even made campaigns where tanks "swim" onto a beach. It's also possible to make a route network with single point locations, like unconnected airfields in a jungle.

A tip for designers - if you run into terrain tanks can't handle, plot waypoints using aircraft instead. FMB might not allow tanks to cross mountains or rivers, but the game doesn't actually know the difference.

Sorry if this has already been stated, but it seemed to be a sticking point.

I know, this is all true, and very good points they are too (from both you and Widowmaker). My concern was making a campaign knowing it might be difficult for some players to destroy the tanks when they get assigned G-Attack missions (and they will). I guess I am very self concious about putting my work out. I want it to be as perfect as it can be, and I want it to be able to be good enough quality for as many people as possible to enjoy it. I know after I put it out there, there will be SOMEBODY who will complain or tell me what I did wrong; how this plane type was not in X battle or my squadron ID's are wrong and bla bla bla. It never fails. I guess I just try to clear out problems when I come across them. Maybe I made a mountain out of a molehill with this subject, but there will be people complain about this. Then you will have the DGen purists who will say DGen is better because this this and this ... using things like this as an example.

And when I was talking in my previous posts, I was not always referring to the physical road on the map, but the road as it relates to DCG. What I failed to communicate was that without those waypts (ie - road) DCG cannot function properly to geerate a campaign because it cannot find locations or move the front. My concern was only from the stand point of a campaign designer, whose job it is to produce quality work that everyone will enjoy. I don't know how enjoyable spending my time flying missions against invincible or impossible to find tanks will be, and I don't expect others to have to put up with less than the best possible solution or work from me. Big Grin

And as for DCG workarounds, there are several options. I think the best one would be to use the ferry option. Another good one is using paratroopers and dropzones to capture either locations or islands or both. The airfields in particular work well with this option. Another possibility is to have a sea road from the off map supply to each island for invasions, and set up an invasion for every island ... there are many ways to make it work, I guess the problem is deciding which one gets the best results.

Seriously though, I think the ferry option is our best bet. Maybe we can get either a version of the map with a beach around the island for the tanks, or a network of roads or trails. This version can come after the initial release, so there is no pressure to make a special version. I am sure someone in the community will be able to do so to help with any DCG issues. No worries. Big Grin

If someone can pull it off, I would love to see a tank column of infantry ... then we could just make small trails and get strafing runs on infantry positions or encampments ... Of all of them I think the infantry column mod would be the most bennaficial to the Pacific part of this game. Idea

I get worked up too easily :!:
I need a drink ... or a cigarette ... or both ... 8)
Reply


Messages In This Thread

Forum Jump:


Users browsing this thread: 18 Guest(s)