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Flesh out objective location documentation.
@@ -92,4 +92,60 @@ The campaign generator will use these locations to spawn all ranges of air defen
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#### Garrisons
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Garrisons are ground units placed at the airbase that defend against the encroaching enemy front line. To define potential locations for garrison groups, place a CJTF Blue SA-19 Tunguska 2S6.
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Garrisons are ground units placed at the airbase that defend against the encroaching enemy front line. To define potential locations for garrison groups, place a CJTF Blue SA-19 Tunguska 2S6.
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### Objective locations
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The campaign generator will automatically generate a number of objective locations attached to each control point. The quantities and types of objectives depends on the faction, the player's options, and random chance.
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Objective locations are automatically associated with their closest control point.
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* A random number of naval groups will be generated based on the faction and player options.
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* A random number of missile sites will be generated at airbases based on the faction.
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* Between 2 and 7 other objectives will be generated at airbases. These other objectives have a 1 in 4 chance of being SAMs. 3 in 4 will be strike targets (either land based or offshore).
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In each case, if not enough preset locations are available for the given type, the generator will fall back to random positioning. This can result in ships being placed on land, SAMs being placed underwater, or factories being placed on top of other buildings.
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#### SAMs
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SAMs will be generated around all airbases. At least one will be generated, but as many as four can be generated per control point.
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Note that it is possible to require that certain SAM locations are generated, and each required SAM will cause a random SAM to be skipped (though it will not skip other objective locations). This is described further in the IADS section.
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To define a preset SAM location, place a CJTF Blue S-300PS SR 64H6E at least 2 NM from the associated air base. Locations within 2 NM will be base defense locations rather than objective locations. To ensure that preset locations are always used, place at least 4 potential locations (random or required).
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#### Strike targets
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Strike targets make up the bulk of the objective locations and will be spawned connected to airbases. These come in a variety of types depending on the faction:
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* Power plants
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* Ammo depots
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* Fuel depots
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* Warehouses
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* FARPs
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* FOBs
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* Factories
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* Communications towers
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* Offshore oil platforms
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* Oil derricks
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* Bunkers
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* Villages
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* Army camps
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Between 2 and 7 strike targets will be generated at each airbase, so to avoid random locations place at least 7 each of ground and offshore strike locations. Offshore locations will not be possible at every airbase. If no preset locations are defined the generator will fall back to random positioning, which will also fail, causing no offshore locations to be created. This is expected.
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To define a ground based strike target, place a CJTF Blue Warehouse A.
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To define an offshore strike target, place a CJTF Blue Oil Platform.
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#### Ships
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Ships can be generated at airbases, carriers, and LHAs (but not off-map spawns). Ships will not be spawned if the player has disabled either player or enemy navies in the campaign generation options, or if the faction does not have naval units defined. The number of naval groups spawned is determined randomly between 0 and the limit defined by the faction, uniformly. There is no limit on how many can be spawned as is it is up to the faction designer, so place as can sensibly be placed (a dozen should be more than enough, and five should be plenty).
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To define a potential ship location place a CJTF Blue Arleigh Burke IIa.
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#### Missile sites
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Missile sites (scuds, V-2s, etc) can be generated at airbases. Missile sites will only be spawned if the faction has them defined, and the amount is randomly selected between 0 and the limit defined by the faction. There is no limit on how many can be spawned as is it is up to the faction designer, so place as can sensibly be placed (a dozen should be more than enough, and five should be plenty).
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Missile sites are currently only generated randomly. TODO: Fix.
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