MilOps Blog: Unit Orders15 DECEMBER - GRECCO
Next to handling support issues and gathering ever more research data we have been working hard on the unit behavior framework to make units behave more like units instead of a bunch of individuals and stay in formation properly.
We have also been working on how to expose this behavior to the player as orders. The result of that work is the topic of this blog post. Please note that development is still in progress so nothing is final and we welcome your feedback.
The unit order menu is shown when clicking on a unit icon in the 3D environment. It consists of 8 “slots”, the contents of which depends on the role of the unit and what it is currently doing. Let’s start with an overview of the various orders you as the player will be able to give:
MOVE
ATTACK
BOMBARD
DEFEND
REST/RESUPPLY
HALT
DISMISS
MOVE is available to all units (except those not under your command), this order tells a unit to move to a destination as quickly as possible and not to expect any enemies along the way. The unit will form up in a march column before setting off on its journey and hold this formation on its arrival. It is possible to define a route by inserting waypoints using SHIFT+Left Mouse Button (this is possible for any order that causes a unit to move).
A unit executing a move order is usually deployed in a formation unsuitable for attack or defense and very vulnerable when attacked by an enemy.
ATTACK is available only to units in a combat, reconnaissance or engineer role. This order tells a unit to form up in attack formation and move to the destination expecting to encounter enemy resistance. If enemies are encountered, the unit will attempt to defeat them in order to reach its objective.
The attack order causes a unit to move a lot slower than when using the
MOVE order, but since it is ready to fight it is much less vulnerable
BOMBARD is available only to units in a fire support role. This order tells the unit to bombard a specific area. If the target area is out of range, the unit will first
MOVE to a location that puts the area within firing range, deploy its indirect fire weapons and execute the bombardment.
DEFEND is available only to units in a combat, reconnaissance, engineer or fire support role. This order tells a unit to form up in a deployed defensive formation and move to the destination expecting to encounter enemy resistance. When encountering enemies, the unit will act defensively and leave the initiative to attack to the enemy.
The defend order causes a unit to move in deployed defensive formation making its movement a little slower than when using the
ATTACK order, but since it is ready to defend it should be able to stand its ground when attacked.
REST/RESUPPLY is available to all units and this button allows for 2 different orders to be given depending on the target specified.
To
REST a unit and replenish supplies from its internal stores, click this button and then on a destination on the terrain. The unit will first
MOVE towards that location as if a move order was given and then rest.
To pick up supplies at a supply source (a unit with a supply role), finish the order by clicking on a unit that will act as a supply source. The ordered unit will then
MOVE towards the supply source and resupply.
HALT is available to all units that are on the move and orders them to halt their movement.
DISMISS is available to all units NOT currently attached to their “official” parent unit and reverts them to their official command.
This particular order is needed due to how the chain of command works. Since a player represents an actual commander in the field, he can order his direct subordinates but not their subordinates without assuming “direct command” of those units. This means that if the player orders a unit which is not a direct subordinate unit, then the unit receiving the order will be detached from its “official” parent unit and “attached” to the player’s unit. The following image shows how the unit hierarchy changes due to a player order.
If the player no longer wants to exercise direct control, a simple
DISMISS will reverse the change and the unit will fall under the command of their “official” parent again.
Except for
HALT and
DISMISS, all orders follow the same pattern regarding unit behavior:
1. In the forming up phase, the unit will form up in a suitable formation
2. In the movement phase, the unit will move, along the route, to its destination
3. At its destination the unit will either remain stationary in its current formation (move, attack, defend) or perform the action ordered (bombard, rest, resupply)
This means a unit might take a while to form up before moving, in general: the bigger the unit, the longer it takes. Off course, keep in mind the units in MilOps aren’t automatons. They can and will react to changing conditions as they occur so expect that column of tanks moving along a road to rapidly deploy for action if enemies are spotted or if it is fired upon.
Unit RolesHere is a quick overview of the various roles mentioned in this blog and what they mean in MilOps:
• combat – their job is fighting in the front line
• reconnaissance – used primarily for gathering intelligence
• engineer – specialized fighting troops
• fire support – these units generally have indirect fire weapons and are located some distance behind the front-line
• supply – supply carriers responsible for keeping other units “topped up” with fuel, ammunition and other supplies
• headquarters – the command element of a unit
We will be talking in more detail about unit roles and what they mean in the future.
Comments and reactions to this blog entry can be made on the official steam forum.
https://steamcommunity.com/app/821680/discussions/2/