Dang it. I mean’t to log in for a little bit and got totally sucked in by the fight at Oplade. Was a great fight and we managed to take (retake?) the town (yes, I was playing Axis)
Our missions had some excellent mobile spawns set up, and when they got endangered, they had replacements or they undeployed the vehicle and repositioned. Finally we were there on the edge of town.
I was going to log, but a friend asked me for to give him a hand over at Aachen capping a tough depot. I spawned in and we had a great little setup. I can’t believe how long it took the Allies to spot our MSP since they continually ran past it.
Aachen is being pitted against 5 enemy towns, but the enemy seems to be over confident and we’re mowing them down. Of course, then someone has to go and start cheating so I’ve been in GM mode for the last half hour. Now I get to go back to fighting. It looks like this one is going to last a few more hours.
I have to say, the offensive mobile spawns inside an enemy town is too cheesey. The big problem was we had no way of telling that you were “inside” town. In 1.26 I added some code to the cell host which uses the chat grid system classes to create itself a facilities map, and thus a bounding box, for citys. I was planning to try and use that for EWS, overrun and RTB detection, but I think I could also use it for ensuring MSPs are outside the bounding box of an enemy town.
When we first did MSPs, I thought we needed some kind of visual indicator. I think what we need is some kind of visual indicator in the HUD, clickable, that lights up when you can deploy, rather than burying the functionality behind a keypress. With the strat grid, I can afford to do a distance/proximity check on MSP candidates. Grey the button out out of range, red it out when it is not an option, green it when you are in range and viable for an MSP.