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Old November 2nd, 2007, 06:32 PM

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

Okay, my opinions and comments Rather academical in most places as they do concern things that would be very hard, if not impossible to change

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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).

Have to say I have no problems with the wy game handles this and it would add too much micromanaging to my liking - but that's just me and no army.

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The ability to choose which side (East or west) armies deploy on, perhaps also a North and South option wouldn’t go amiss either. As it stands the Russians (for example) tend to always be placed on the eastern side of the map.

Can be cheated by selecting appropriate countries and then buy stuff under "Allied" option (f.e. when fighting Chinese, Russia started for me on the left side always)

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Making the trenches less of a hindrance for vehicles (Vehicles almost always become immobilized when crossing trenches, including tracked ones) would also be a good idea. Either they, the trenches, should be considered as Infantry entrenchments or as Anti-Tank ditches. At least Tanks and tracked APC’s should be immune from the effects of trenches, after all that is why they were invented in the first place (Tanks that is).

I'd say "less prone to sticking" over "immune" for tracked vehicles
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In my opinion (Epoletov) tanks should not be able to dig in. That is after all why the round (sandbagged) entrenchment exists, isn’t it?

AFAIK the Dug In status means for tank (or any other vehicle) a Hull Down position (almost no piece of land is so flat you won't be able to hide atleast a bit of tank), the circular entrenchment increases hull down bonus.

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Being able to build bridges during a battle (pontoons, mechanical bridges) would also be a good idea.

I think this is out of the game scope - one turn is at best 3 minutes, and building pontoon bridge takes time - the barge carriers are already pushing things a bit

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To give units like engineers/pioneers the ability to blow up bridges again (now only artillery seems capable of doing).

I'd argue that destroying bridge is no simple task even for engineers that have their time - combat engineers with rapidly-placed charges won't do much. If something is to change re. the bridges I'd say make them less susceptible to even arty fire, requiring multiple hits in the same hex to take the bridge down (after all hex is 50 meters, ordinary bridge won't be so easy to hit and wide bridges would be more able to take damage and remain useable).
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To change the information available to an opponent so that he can tell what a unit’s weapons load out is (M16, AK47 and what have you) but not what sort of a unit it is.


The weapons can be revealed (if you will) as they are used if need be.

Yeah, fog of war would be great. And I daresay ain't gonna happen due to coding problems But in PBEM you can simulate it by making agreements with your opponent that you may for example change all foot units to "generic" names (Riflemen for every squad-type unit, MG for any MMG/HMG, LAW/MAW for antitank teams...).

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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.

I'd say impossible (unfortunately), would require game engine to be able to distinguish anisothropic (ie direction-dependant) behavior of moving objects...

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To make guided artillery shells.

Game engine doesn't allow for them. You may create them as Top Attack ATGM's (for HE with HE warheads) and assign them as weapon for specialised FO teams. For use by human player only, no reload internal rules etc.

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To reduce the radius of suppression (Z - button) for MGs to 1 hex (now 2 hex).

Already reacted to this point so I'll just repeat that from my view this beaten zone effect is deserved and realistic simulation of suppression effect of HMG fire.

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To lower the speed of Engineers and Engineering and Mine clearing Tanks so that their work is visible (represented). Less manoeuvrability due to the additional equipment would also be a good idea, if feasible.

Answer for maneuvrability issues is simple - game doesn't do it As for speed, if I'm not mistaken most engineering vehicles have downgraded speed somewhat, and when mineclearing they tend to be working best when stationary.

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An increase in the number of weapons (4 --> 5,6,...) available to units, if feasible, would also be welcomed by many.

Would depend on how much mutilation can OOB code take - afaik Don and Andy already mentioned it doesn't offer space for anything fancy.

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Tank and gun crews should not be given the opportunity to use smoke grenades. Rationale being that the last thing you take from a burning vehicle is a smoke grenade.

Dunno how in different countries, but in Czechoslovakian/Czech army for example Dana SPH carries even RPG-75's for the crew

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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).

Here I'd agree that shorter-ranged TI sights for say infantry would be good, however, the 40 value is set into stone somewhere in the game engine AFAIK.

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In SPWAW the command units and their subordinates were marked in such a way that no matter how far you were zoomed out you could still identify who belonged to who and who was in-charge. WinSPMBT could benefit from a similar system. The application of tags, with the instruction of indexes C0, C1, C2 would be very convenient for the player saving time by avoiding unnecessary searching, especially when units are dispersed.

Actually I like the current system (ie no highlighting) as it enhances fog of war effects and adds to chaos on battlefield in tense battles...
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