From MajorH's TacOps Gazzette:
Rough1 - 50% of cross country, clear terrain speed
Rough2 - 25% of cross country, clear terrain speed
Rough3 - 12.5% of cross country, clear terrain speed
Rough4 - 6% of cross country, clear terrain speed
The level of 'roughness' affects both speed of transit and visibility. You can mark an area as 'rough' either because it is (a) actually slow to cross due to poor trafficability or due to a vehicle not being able to drive very far in a straight line [i.e. move around boulders, bogs, vegetation] or (b) you can call an area rough because it has a lot of local minor elevations changes or vegetation clumps that tend to cause vehicles to disappear from LOS as they move around or (c) because the area has a lot of local folds that make it easy for a vehicle to choose to hide itself momentarily. 'Rough' works OK for any of those conceptual abstractions. Rough terrain does not block line of sight (unless combined with woods, town, or a misc LOS block) but it will cause spotted enemy units to randomly disappear from the map display. The rougher the terrain, the more often that happens. This is more of a distraction to the human watching the screen than it is to his units on the map. In June of 2002 I added three levels of "impassible" to the terrain types. Unless a road is present, Level 1 can not be entered by wheeled vehicles. Level 2 can not be entered by wheeled vehicles or tracked vehicles. Level 3 can not be entered by wheeled vehicles, tracked vehicles, or dismounted infantry. The presence of road terrain negates any level of impassable terrain."
Given all that, I am trying to do something to a relatively open map as not to have it digress into an ATGM Death Ray contest. I suppose coding all of my "clear" with Rough1, while decreasing speed by 50%, would allow for some temporary "disappearing" but if I'm reading the above correct, there would be no effect in spotting and firing since it does not effect LOS.
Any ideas to cut down of such open fields of fire without over-cluttering the map? I do not think an LOS block is appropriate here but I am willing to listen. I am already going to remove AT-11's from the T-72BMS's, change Javelins to Dragons and maybe even BMP-2's with AT-5i's with AT-3 Sagger armed BMP-1's. This is all ok as the MBT's already in the game are M60A1's T-72's and Leopard 1A5's.
Any comments/ideas appreciated.
Rough1 - 50% of cross country, clear terrain speed
Rough2 - 25% of cross country, clear terrain speed
Rough3 - 12.5% of cross country, clear terrain speed
Rough4 - 6% of cross country, clear terrain speed
The level of 'roughness' affects both speed of transit and visibility. You can mark an area as 'rough' either because it is (a) actually slow to cross due to poor trafficability or due to a vehicle not being able to drive very far in a straight line [i.e. move around boulders, bogs, vegetation] or (b) you can call an area rough because it has a lot of local minor elevations changes or vegetation clumps that tend to cause vehicles to disappear from LOS as they move around or (c) because the area has a lot of local folds that make it easy for a vehicle to choose to hide itself momentarily. 'Rough' works OK for any of those conceptual abstractions. Rough terrain does not block line of sight (unless combined with woods, town, or a misc LOS block) but it will cause spotted enemy units to randomly disappear from the map display. The rougher the terrain, the more often that happens. This is more of a distraction to the human watching the screen than it is to his units on the map. In June of 2002 I added three levels of "impassible" to the terrain types. Unless a road is present, Level 1 can not be entered by wheeled vehicles. Level 2 can not be entered by wheeled vehicles or tracked vehicles. Level 3 can not be entered by wheeled vehicles, tracked vehicles, or dismounted infantry. The presence of road terrain negates any level of impassable terrain."
Given all that, I am trying to do something to a relatively open map as not to have it digress into an ATGM Death Ray contest. I suppose coding all of my "clear" with Rough1, while decreasing speed by 50%, would allow for some temporary "disappearing" but if I'm reading the above correct, there would be no effect in spotting and firing since it does not effect LOS.
Any ideas to cut down of such open fields of fire without over-cluttering the map? I do not think an LOS block is appropriate here but I am willing to listen. I am already going to remove AT-11's from the T-72BMS's, change Javelins to Dragons and maybe even BMP-2's with AT-5i's with AT-3 Sagger armed BMP-1's. This is all ok as the MBT's already in the game are M60A1's T-72's and Leopard 1A5's.
Any comments/ideas appreciated.