Simulation Environment Requirements
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Revision as of 15:35, 17 August 2010 by 130.15.168.235  (Talk)
				
			
This document will begin by describing the functionality that a simulation environment similar to JCATS would be required to have and will then proceed to discuss possible ways of translating this functionality to a collaborative table-top computing environment.
Contents | 
Grouping Entities
- Ability to group entities together into a group so that they can be controlled as one.
 - Adding and removing entities from groups.
 - Merging groups together.
 
Artillery
- Perform artillery strikes and be able to specify parameters such as munition type, number of volleys, location and scheduling when the strike will occur.
 
Messaging
- Sending text and graphic messages to the display of other users.
 - Composing and sending e-mails in the closed-system of the simulation.
 - Managing messaging (deletion, grouping, copying) similar to that of an e-mail client like Outlook or Thunderbird.
 
Game Setup
- Hiding and showing different forces to reduce clutter.
 - Diplomacy (to control relationships between sides)
 - Disguise enemy units as friendly.
 - Set entity behavior to determine whether to hold position or hold position.
 - Performing repairs.
 - Starting and pausing the game.
 - Deactivating or removing units or units from the game.
 
Firing Weapons
- Choosing weapons and munitions.
 - Firing at a target.
 
Engineering
- Creating obstacles such as fox holes and ditches.
 - Repair and deletion of these obstacles.
 - Moving of killed vehicles that have become obstacles.
 - Create and take down bridges.
 - Create checkpoints and delete them.
 
Supplies
- Resupplying entities.
 - Distributing supplies between suppliers and users.
 - Obtaining weapons and ammo from dead bodies.
 
Mounting
- Mounting and dismounting passengers and crews into vehicles (similar to garrisoning in many RTS games).
 - Launching entities such as launching a airplane from an aircraft carrier.
 
Movement
- Moving a unit by specifying coordinates.
 - Following another entity.
 - Specify parameters of the movement such as speed and posture.
 - Controlling the route that the movement will take.
 
