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Old March 27th, 2008, 08:50 AM

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

Don,

I get your point concerning the recovery of tanks, and it's quite clear that this cannot be represented in the game.

What people, including me, tend to forget, is the time span represented by one battle. Everyone who has ever seen a real-life heavy recovery operation will agree that it takes time to get a badly stuck tank out of there - even if you have the latest Bergepanzer Bueffel at the ready. Modern recovery tanks nowadays do have quick-recovery systems that enable them to hook up a disabled tank quickly, without anyone having to hop off, but this probably only works on a road but definitely not for the tanks stuck in swamps and creeks that we are facing in the game.

Has the issue of bridge-laying tanks ever been brought up? I guess this one will be impossible, too...


About the other thing: A surrender option would be nice, too bad it had to be deleted - but I was talking about those situations where a player SHOULD surrender but still carries on fighting with 3-men squads and crews --- is there any way to make the force status more transparent while playing? As fog of war prevents me from knwoing my enemy's status, that one should be left out, but having an idea about my own force's status would be great (morale-wise and so on - how close am I to a general rout?)
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Old March 27th, 2008, 11:23 AM

thatguy96 thatguy96 is offline
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Quote:
Shan said:
Has the issue of bridge-laying tanks ever been brought up? I guess this one will be impossible, too...
As one of the many people who have experimented with what can be done in this regard with the existing code, I would imagine that it would require whole new classes to be formed and many many lines of code to be written.

As it stands now it can be done...sort of. A bridge would have to be treated like a barge, and a AVLB as a barge carrier. The bridge has to be allowed to move, because while barges can unload onto shore hexes without actually moving onto them, the barge has to be on a shore hex to load. What this means is that even in a single hex of water, the barge has to be able to move one hex to complete the operation, as would a "bridge."

As it stands now pontoon bridge sections that can be used as barges in real life are about the farthest one can model accurately. Beyond that, what you'd essentially have is an armored barge carrier if you tried to model an AVLB, and you'd have to change the stock barge to a bridge, which would also screw with other routines.
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