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  #11  
Old September 24th, 2022, 07:50 AM

miq miq is offline
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Default Re: Possible ideas for next patch

My suggestions to improve playability without touching game mechanics:

Third setting for artillery animation: fast for rocket artillery, slow for everything else.

Another key shortcut (shift-t for example) to immediately cycle to enemy target having best hit %.
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  #12  
Old September 24th, 2022, 11:30 AM

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Default Re: Possible ideas for next patch

I would like to see a list of all units in a stack too, especially when there is unlimited stacking per hex. The unlimited stacking per hex rule doesn't bother me much, in-fact I think it's a good rule because you are able choose what type of troops you wish to advance, which works good when you have multiple types of units in a hex, plus it allows you to move right up to the front in terrain that provides cover. It's unrealistic only when you move in terrain that doesn't provide cover. I guess you could have different stacking limits based on each different terrain type.

Last edited by Dion; September 24th, 2022 at 11:58 AM..
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  #13  
Old September 24th, 2022, 02:25 PM
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Default Re: Possible ideas for next patch

There already is a list of your units in the same hex with the currently selected unit's button at the top of the list. It was added in version 13, as a feature for full game holders.

Search the game help for
Quote:
WinSPMBT version 13.0 Consolidation patch ( Released as WinSPMBT version 10.0 - version 13.0 ) - March 2019
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Quote:
Units In Hex feature
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  #14  
Old September 24th, 2022, 02:44 PM

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Default Re: Possible ideas for next patch

Oh ya, I forgot about that. Though, from memory, all the units in a hex ain't listed, limited by the amount of screen space available. Though, it was big improvement compared to the way it was.
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  #15  
Old March 11th, 2023, 09:25 AM
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Default Re: Possible ideas for next patch

Sorry to be so late to this discussion. I have a suggestion regarding transport helos... it would be nice when designing a game to designate a certain area for helos to land to unload. Right now the AI picks the best spot, which normally differs from where I'd like them to land. I know there are criteria the AI looks for and I've tried to implement those but it doesn't work that well (at least when I try it).

This may not be feasible but I thought I'd toss it out there.
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  #16  
Old November 22nd, 2023, 04:08 PM

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Default Re: Possible ideas for next patch

We need these in the game (for PLO) so that we can shoot them down: https://www.youtube.com/watch?app=desktop&v=l9X1wF0c0UQ
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  #17  
Old November 23rd, 2023, 11:07 AM
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Default Re: Possible ideas for next patch

Quote:
Originally Posted by Jorma View Post
We need these in the game (for PLO) so that we can shoot them down: https://www.youtube.com/watch?app=desktop&v=l9X1wF0c0UQ
Yeah..... I do understand the sentiment....

The Flying Monkeys Of Oz for real but far more sinister

My first reaction is no but I will consider it further. The trouble is they have ZERO use when there is opposition because they are relatively large targets and they fly low and slow and any Icon for them would only show the parasail

Justice would have been served had there been an Israeli 20mm AA or ZU-23 nearby but alas, there wasn't.
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Last edited by DRG; November 23rd, 2023 at 11:16 AM..
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  #18  
Old November 24th, 2023, 08:05 PM
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Default Re: Possible ideas for next patch

Drones and para-gliders just make 20mm-ish AA useful again.
AA missiles (even MPADs) aren't really practical for such targets as cost and the numbers needed are just to high.
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  #19  
Old November 26th, 2023, 12:12 PM
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Default Re: Possible ideas for next patch

Even a single MMG could have put an end to the threat.
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  #20  
Old December 10th, 2023, 04:47 AM
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Default Re: Possible ideas for next patch

Would it be possible in the future to be able to set a preferred map type when generating a single battle, just like when generating a new campaign?
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