View Full Version : was the new movement penalty really necessary?
June 24th, 2005, 12:19 AM
It takes a chunk of traditional infantry effectiveness and lethality, depriving the game, in some extent, from a good source of nice looking assault variations
The above written is just my opinion
June 24th, 2005, 12:29 AM
don't take me wrong, I love this game and it is everything I play, I'm just asking for the why of the new feature
June 24th, 2005, 01:38 AM
What do you mean exactly?
I played a game last night and everything moved as we might expect it to.
June 24th, 2005, 01:40 AM
I though it was me. The penalty appears to be for loading/unloading and for firing in place(???). The original SP1 had this feature but I thought after much anguish it was decided to ditch it.
It does make one question the value of off-loading to prevent loss of entire squads when in defensive mode and a round gets the APC.
I know it doesn't matter but I don't care for it either. I would like to hear why it was re-introduced after so many versions.
June 24th, 2005, 03:36 AM
This was introduced in order to help the game tactics when playing against a human opponent.
BTW, I hope the following will help you (quote from Don G.):
- unloaded pax are already charged for unloading (transport movement value is added)
- changed to charge 1 point to pax if transport move is zero, i.e. min charge 1 MP to get out.
- Unloading vehicle is now charged 1/4 of its MP to unload (whatever the passengers were).
counts number of men + load cost - so a 7 man 40mm AA gun with 7 crew costs 10 MP.
Passengers are charged 1/2 their MP on loading up.
This GREATLY reduces the "Train" effect that has been a problem forever with SP. This makes trying to pass a unit forward on many transports a very long, involved. tedious process that really isn't worth the effort involved . It also means assaults with tanks and APC infantry mean the APC' cannot hang back then zoom forward and unload like they used to. You need to keep them with the tanks.
It's also a fair system in that it changes both transport and passenger for the time involved in loading and unloading and recognizes that it takes longer to load than unload.
June 24th, 2005, 03:38 AM
Without the added penalty, you could drive up your loaded APC to the MG nest, unload the engineers, blast the MG with flame/explosives/SMGs, reenter the APC and drive away..
Hardly realistic, and doesn't make much sense gameplay-wise, IMHO.
Now, you can't dismount under enemy (or friendly http://forum.shrapnelgames.com/images/smilies/wink.gif ) fire ... what was a big NO-NO when I was a Panzergrenadier anyway, as it inevitably leads to high casualties.
The APC has to retreat into cover. That has the added advantage that the enemy does not exactly now where you unload the inf, and what kind of inf it is.
June 24th, 2005, 05:37 AM
It goes some way towards reality in the relationship between time and space by stopping time travel (as well as some cheats).
Say a move is 1 minute (bit easier to calculate for)
Old system - infantry move full move to a transport, load for free at second 60 of the minute. Transport now sets off (at second 0, when the infantry would have been 100+ metres away and just stepping off!) and moves 100% of its move and drops infantry, for free at second 60. Infantry have now moved 120 seconds worth of movement in 60, and warped into a transport that was 100+ metres away and moving off at speed at second #1.
By charging both sides of the equation some points for the load and unload process, you balance time and space a little, probably as much as you can in a turn based game.
June 24th, 2005, 03:01 PM
This IS a _very_ good feature IMHO.
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