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Old November 3rd, 2007, 10:30 AM

narwan narwan is offline
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Some answers and opinions of my own;


Quote:
Epoletov_SPR said:

The ability to pick which kind of shell is being used when in combat (HE, AP, HEAT etc) would be very much appreciated. Being able to choose which kind of ammo the tank, anti-tank gun etc can fire would avoid less effective rounds being automatically picked (a less powerful AP shell being picked over a more powerful HEAT shell).
Besides the coding problems of introducing this, I don't agree. I would make for a worse game. Introducing this option would give the player micro-control over what happens in a specific unit itself. Ammo picking should be left to the 'crew' and governed by unit experience and crew skills, not player choice. Picking the wrong ammo and wasting rounds is a realistic part of combat and should stay.


Quote:
Epoletov_SPR said:
The infantry would look better dug-in in the round, as in other versions of the game (SPWAW – I’m fully aware that SPWAW uses a different version of the original, but…).
If you mean as opposed to foxholes I don't agree on this one either. Infnatry looks much better in the foxholes than in the round entrenchments.


Quote:
Epoletov_SPR said:
To modernize op-fire filter, having entered a choice for shooting on aircraft.
There already is a choice in the OP filter screen for shooting at aircraft or not so what is it you're asking for here?

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Epoletov_SPR said:
To increase the cost of transport helicopters with weapons (those only equipped with MGs). Now they seem quite unstoppable, are affordable and they are no less effective than the attack helicopters.
Uhhh, are you playing the same game as I am? These transports drop as flies in modern games; I find them barely cost effective as they are. If you're referring to environments with very little AA these sort of craft should be powerful; it's what they're designed for. The problem there isn't the cost of the craft but the lack of the appropriate gear on the other side.


Quote:
Epoletov_SPR said:
To make it impossible for units to be renamed during a battle. People take advantage of this during “Play by e-mail” etc. At the very least some sort of name and shame on the forums would be good. Still prevention is the best way to handle it.
Setting rules before the game helps to some degree as would not playing those people again. They'll soon run out of opponents to play! Remember they can't change the name of the weapon system they're firing with (top screen) so that's some help.
Not being able to change unit names in a game might create some new problems (scenario design, editing scenario's for example) so I'm not sure if this would be a good idea even if possible.

Quote:
Epoletov_SPR said:
Helicopter movement could benefit from some tweaks too. If the Helo becomes dispersed, as it often does in heavy combat, then some sort of movement restrictions should be placed on it. At certain speeds too similar restrictions should be placed on it. No sharp turns, no turns in place (in the hex it is in) and only an 180o (90o left and right) turn radius. So the helicopter can turn left and right (just about) r carry on forward but can’t carry out some stunning high speed manoeuvre, especially if the crew is supposed to be suppressed. Applying the same movement rules as barges would be a step in the right direction.
This has been mentioned int he past and the answer to date has always been that it's a game for GROUND combat. It was never meant nor is able to model aircraft as realisticly as it does ground units. The work involved in changing that would effectively mean writing a new game. Which would probably be easier to.

Quote:
Epoletov_SPR said:
To make guided artillery shells.
Which means what? Even more accuracy to artillery fire?

Quote:
Epoletov_SPR said:
To reduce the radius of suppression (Z - button) for MGs to 1 hex (now 2 hex).
This I absolutely disagree with. This 2-range Z-fire is one of the very best features in the game. And realistic.

Quote:
Epoletov_SPR said:
An increase in the number of weapons (4 --> 5,6,...) available to units, if feasible, would also be welcomed by many.
Not feasible unfortunately.


Quote:
Epoletov_SPR said:
Thermal imaging equipment should either be made more expensive or less efficient. Units with the ability could have an increased cost penalty. The system itself could be recalibrated so it is less accurate or at the very least is subject to a tighter/smaller maximum effective range. Now many players do not wish to play past the eighties. There is an assumption, that in WinSPMBT Thermal Imaging is too effective (gives huge advantage).
There is a huge cost increase for TI units. And it is HUGE. And TI is very effective in real life so why shouldn't it be in the game? The vision range in the game is even less than it is in reality.
As to not wanting to play beyond the 80's by some players, that's not because of the game but because modern day combat in real life is so fast and accurate as to be not much fun.
So with regards to TI I'd say: don't blame the messenger (the game) for the message that TI is the superior system on the field in the real world.
But then again, I think this discussion was done months ago.

Quote:
Epoletov_SPR said:
The Op-fire filter could do with some tweaking too. For example lighter reconnaissance aircraft, when deployed, have the habit of soaking up AA fire so that a smart player who knows the exploits will purchase a few recon planes (UAVs etc) then send them in watch them blow up and then later send in his Jets and make merry hell. The ground AA wastes its ammo on the recon planes. One suggestion would be to make sure recon aircraft (which I believe are size zero in-game) can’t be targeted. If they, the recon planes, have to be targeted then it would be better if AA MGs and so on were tasked with such work and not the heavier stuff. Quite frankly I think you should have the option to say yes or no to Op-fire be it on aircraft or on ground units. It would make things a little more manageable. Most of the problems encountered in-game are normally down to the willy-nilly application of Op-fire anyway. You should be given the choice, at least with AA defence.

That's not players exploiting the game, that's players using real world tactics to feel out the air defense present.
There's not going to be a choice on OP fire in this game. Basically for the same reason I mentioned in my first answer in this post. It's a crew choice, not a player choice.
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