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  #21  
Old September 7th, 2009, 12:02 PM
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Default Re: winspmbt 5.0 ghost wish

People seem to forget how old the engine this is based on & hence its limits.
If i was going to add something it would be the ability for those squads trained in to split into half squads & recombine, gives them an advantage in recon etc but it wont happen
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  #22  
Old September 7th, 2009, 12:19 PM

Marek_Tucan Marek_Tucan is offline
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Default Re: winspmbt 5.0 ghost wish

Quote:
Originally Posted by Imp View Post
People seem to forget how old the engine this is based on & hence its limits.
If i was going to add something it would be the ability for those squads trained in to split into half squads & recombine, gives them an advantage in recon etc but it wont happen
Or rather than squad splitting, an ability to reassign squad's soldier to another squad or (especially) crew-served infantry weapon (say a Company MMG section is in a critical status, so you'd be able to "damage" an adjacent squad and add required number of men to this critical weapon. Or atleast allow it in the repair phase of a camapign - would be useful for limited support points campaigns and close to reality, as keeping machineguns in action had usually the utmost priority.)
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  #23  
Old September 7th, 2009, 02:13 PM
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iCaMpWiThAWP iCaMpWiThAWP is offline
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Default Re: winspmbt 5.0 ghost wish

Quote:
Originally Posted by Marek_Tucan View Post
Quote:
Originally Posted by Imp View Post
People seem to forget how old the engine this is based on & hence its limits.
If i was going to add something it would be the ability for those squads trained in to split into half squads & recombine, gives them an advantage in recon etc but it wont happen
Or rather than squad splitting, an ability to reassign squad's soldier to another squad or (especially) crew-served infantry weapon (say a Company MMG section is in a critical status, so you'd be able to "damage" an adjacent squad and add required number of men to this critical weapon. Or atleast allow it in the repair phase of a camapign - would be useful for limited support points campaigns and close to reality, as keeping machineguns in action had usually the utmost priority.)
Nice one, it would make 3 man MG pieces harder to kill
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  #24  
Old September 7th, 2009, 02:54 PM
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Default Re: winspmbt 5.0 ghost wish

Guys stop dreaming and return to playing the game, making maps and designing scens/camps...NOW!
Oops sorry about my tone, just had a reality flash or something !!
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  #25  
Old September 7th, 2009, 09:27 PM
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Default Re: winspmbt 5.0 ghost wish

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Guys stop dreaming and return to playing the game, making maps and designing scens/camps...NOW!
Oops sorry about my tone, just had a reality flash or something !!
Right on..

I love this game! it could be better but having alot fun the way it is
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  #26  
Old September 8th, 2009, 04:07 AM

Marek_Tucan Marek_Tucan is offline
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Default Re: winspmbt 5.0 ghost wish

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Originally Posted by hoplitis View Post
Guys stop dreaming and return to playing the game, making maps and designing scens/camps...NOW!
Oops sorry about my tone, just had a reality flash or something !!
Hey, I am away from home and thus away from my map-making studio
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  #27  
Old September 8th, 2009, 09:15 AM
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Default Re: winspmbt 5.0 ghost wish

Hey dreaming is good! And you never know, every so often someone may think outside the box and actually ask for something that Don and Andy haven't thought of and that might actually be possible.

Here are two things I always dream of :

a way of 'encouraging' the AI to deploy in certain areas (by proximity to victory hexes of specific values I suppose?) . I think this would help make assault and advance battles more challenging as the enemy would be concentrated in certain areas rather than spread across the line of the whole map, and more interesting as you would really have to battle for very specific places. It would especially make battles of small forces on big maps viable (eg SF helo assault on rebel village?)

I also wish that trenches have a low level ammo-resupply function representing small stashes and individual troops running back and forth, so you don't have to fill your map with depots, bunkers and containers. (ATGM teams with an ammo of 4 is rarely enough in a defense against large armour forces, yet a container/dump etc for every other unit is too much micro-management)

Unworkable, I'm sure, but I still want 'em!
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  #28  
Old September 9th, 2009, 10:31 AM

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Default Re: winspmbt 5.0 ghost wish

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Originally Posted by Marek_Tucan View Post
If the elephants could fly... I would have just one wish:
TI and other "See-through-smoke" sights being handled kinda like the Radar fire control is. Iow vision ratings up to 99 are "normal", ie smoke blocks them, vision ratings "100+" are TI (or similar). Would allow both for long-range electro-optical systems on some recon vehicles and would allow more importantly for short-range infantry TI.
I agree if this could be done it would be great. One of the main weaknesses of the system is the 1980's and beyond magic TI problem IMO. Plus I think it would be useful to model more variety when it comes to modern sensor systems. Also TI blocking smoke is common these days but not in game AFAIK.

One other thing (not sure if doable) Wire guided ATGMS cannot fly over water (or power lines etc) since the wires short out, could that be modeled?
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  #29  
Old September 9th, 2009, 10:34 AM

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Default Re: winspmbt 5.0 ghost wish

One other thing, that is doable. Give all snipers in all time periods some vision bonus (10?-20 in later games?). Realistically they were used as recon troops and usually issued with spotting scopes and such in addition to their rifle optics. I think some of the later sniper teams have good vision but earlier time periods don't.
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  #30  
Old September 9th, 2009, 11:43 AM
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Default Re: winspmbt 5.0 ghost wish

Snipers were used as reccon troops? When and where? I am not aware of any army sending first snipers to scout. Only here some people do it.
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