Bessarabia - Development
Posted: Tue Aug 27, 2013 8:15 pm
I think it would be a good idea to share with those who are interested the development of the following map.
The basic work has been done, which means target locations for each side with same numbers of location to the target.
(click to enlarge)
The battleground covers around 1/6th in the north-west of Bessarabia (140x140).
A flight at 350km/h takes 35min from the far north west point to the far south east point.
However this flight is theoretically. The action radius will be smaller as you can see on the sketch.
The map was created in historrically neighbourhood only, but the neighbour is already next house
I adapted the targets to our needs, that way the initial fronline covers a slightly different than it
was in april 1944.
I guess the sketch sais more than words, but I will nevertheless loose some to explain.
Red Cap and Blue Cap represent the target location to reach.
Red Cap must be taken by Red Army , Blue Cap must be taken by Blue Army ...surprise.
Red must capture location Targul Frumos and defend Iasi Airfield , Blue must capture Iasi Airfield and defend Targul Frumos.
The single depots for each side are marked.
A default depot spawns units by the chance of 1/3, awhile a main depot spawns at 2/3 chance.
You notice locations with numbers on the map. These numbers mark a route
vehicles can take.All in all all we got 4 more or less different routes named 1-8,1a-8a,1b-8b and 1c-8c. Each route got 8 locations to a single key location, either to capture a Cap zone or to defend the Cap zone from the enemy.
Basically an army has to take 3 location only to win.
This shall prevent a long lasting war as Moscow is.
However 3 location are not much, thus locations will be heavily defended on both sides by static defense positions to slow down enemy tank or air raids.
The tactis will probably be to defend own position at any front location and attack enemy positions ahead of own tank speerheads. Well at least sth like that.
There are several locations, which are still not connected to the road system, actually each of them without a number. Am still unsure how to deal with them.
On the one hand I dont want to blow the battleground, on the other side we will need an initial front situation (where the battle starts at mission 1) and I would like to keep intense fights off any key location at first.
Maybe a way via Leova An13 - KishinevAQ19 - Balti AK29 could be a solution.
In a further battle the route would serve to conquer airfields only, but got no important sense.Another approach would be to block the route after the battle got developed in direction of the cap zones.
Got no serious idea here atm, maybe you find one.
For now I can promise a much smaller mission file to load, so mission transfer times will be signifanctly decreasing.
The train routes are also done, but not implemented in the sketch for now.
Let your suggestions, questions and ideas come.
I am aswell still unsure about
- planeset (maybe US+UDSSR vs Rum + Germany)
- tankset
- where to place static trucks (oil and spawn rate)
TBC.
The basic work has been done, which means target locations for each side with same numbers of location to the target.
(click to enlarge)
The battleground covers around 1/6th in the north-west of Bessarabia (140x140).
A flight at 350km/h takes 35min from the far north west point to the far south east point.
However this flight is theoretically. The action radius will be smaller as you can see on the sketch.
The map was created in historrically neighbourhood only, but the neighbour is already next house
I adapted the targets to our needs, that way the initial fronline covers a slightly different than it
was in april 1944.
I guess the sketch sais more than words, but I will nevertheless loose some to explain.
Red Cap and Blue Cap represent the target location to reach.
Red Cap must be taken by Red Army , Blue Cap must be taken by Blue Army ...surprise.
Red must capture location Targul Frumos and defend Iasi Airfield , Blue must capture Iasi Airfield and defend Targul Frumos.
The single depots for each side are marked.
A default depot spawns units by the chance of 1/3, awhile a main depot spawns at 2/3 chance.
You notice locations with numbers on the map. These numbers mark a route
vehicles can take.All in all all we got 4 more or less different routes named 1-8,1a-8a,1b-8b and 1c-8c. Each route got 8 locations to a single key location, either to capture a Cap zone or to defend the Cap zone from the enemy.
Basically an army has to take 3 location only to win.
This shall prevent a long lasting war as Moscow is.
However 3 location are not much, thus locations will be heavily defended on both sides by static defense positions to slow down enemy tank or air raids.
The tactis will probably be to defend own position at any front location and attack enemy positions ahead of own tank speerheads. Well at least sth like that.
There are several locations, which are still not connected to the road system, actually each of them without a number. Am still unsure how to deal with them.
On the one hand I dont want to blow the battleground, on the other side we will need an initial front situation (where the battle starts at mission 1) and I would like to keep intense fights off any key location at first.
Maybe a way via Leova An13 - KishinevAQ19 - Balti AK29 could be a solution.
In a further battle the route would serve to conquer airfields only, but got no important sense.Another approach would be to block the route after the battle got developed in direction of the cap zones.
Got no serious idea here atm, maybe you find one.
For now I can promise a much smaller mission file to load, so mission transfer times will be signifanctly decreasing.
The train routes are also done, but not implemented in the sketch for now.
Let your suggestions, questions and ideas come.
I am aswell still unsure about
- planeset (maybe US+UDSSR vs Rum + Germany)
- tankset
- where to place static trucks (oil and spawn rate)
TBC.