.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   TO&Es (http://forum.shrapnelgames.com/forumdisplay.php?f=108)
-   -   Ideas how to improve WinSP MBT/WW2 ! (http://forum.shrapnelgames.com/showthread.php?t=36566)

Suhiir July 7th, 2009 04:07 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Actually what I was thinking was uncrewed helos on a runway and having to run the crews from a flight ops building to the helos before they can be used.

Also you could do a scenario where you had to recover a downed helo - happened a "few" times in Nam.

PlasmaKrab July 15th, 2009 03:33 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Hey Suhiir,

So I got it completely wrong.

I get the idea now, it could be intersting for rescue missions, though you can simulate a helo to be rescued by setting its move ability to 0 and reduce weight so it can be carried away. Mind you, a helo with 0 speed will still attempt "evasive maneuvers" when targeted, don't ask me how exactly.

I ran a couple of experiments, and helicopters and crew bailout don't mix well:

-Hitting @ with a helo selected lands it, no more move for the turn, no crew coming out, it is ready to go next turn as if it was landed as usual.

-Tried to airdrop helos to force crew bailout, doesn't work. The helo lands apparently like an infantry unit ('unit lands' message, no damage as far as I have seen) and is then fit to go immediately. For some reason the altitude check goes away after landing, but it doesn't prevent the helo from moving, apparently with its original move class.
Again, you will have to edit the helo weight in the scenario editor with 'D' to try this.

If someone gets different results please reply, but for now if you want to be able to uncrew helos, something needs to be modified in the game.

Come to think of it, there are a couple of additions I think would be interesting in this regard:

-The ability to bail out crews during deploy phase of scenarios.

-And optionally the ability ot destroy abandoned vehicles so they cannot be reoccupied.

Imp July 15th, 2009 04:41 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Quote:

And optionally the ability ot destroy abandoned vehicles so they cannot be reoccupied
Just end your turn with a foot unit in the hex & it will destroy it.

Marek_Tucan July 31st, 2009 08:20 AM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Just a lazy thought... Vehicle toughnes... Would it be possible to work like inf. toughness? IOW not by multiplying the armor values, but by making the tank more likely to survive hits, producing say more "no effect" or minor damage /*, immobilisations etc) instead of outright kills?

DRG August 1st, 2009 12:13 AM

Re: Ideas how to improve WinSP MBT/WW2 !
 
The problem is, survivabilty, which is the factor that would be used for what you suggest, is very limited. You have zero to Six and that's it without really starting to tear into the bedrock of the game

Don

Marek_Tucan August 1st, 2009 12:21 AM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Yep, I know, and IIRC either you and Andy wrote some time back the dice roll generators are fairly limited as well... Well, was just an idea. Will crawl back under my stone to the map I am working on :)

Epoletov___SPR August 10th, 2009 10:26 AM

Re: Ideas how to improve WinSP MBT/WW2 !
 
It is necessary to add in " Map extended editor " hot keys.
First of all for " Fill Area with Current terrain ".
Would be very conveniently, easily and to do quickly Map.:up:


Perhaps, to reduce the basic screen.
And sideways or above the basic screen to place all buttons
(it is not so convenient to use button " Go to the next editor button page ").

cyberdisc August 20th, 2009 06:20 AM

Re: Ideas how to improve WinSP MBT/WW2 !
 
This would be a nice feature (IMHO):
- enable to print on file the combat results (like spwaw).

bye
cd

Imp August 20th, 2009 07:05 AM

Re: Ideas how to improve WinSP MBT/WW2 !
 
If you need it for some reason can just take a screen shot.

cyberdisc August 20th, 2009 11:42 AM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Quote:

Originally Posted by Imp (Post 706345)
If you need it for some reason can just take a screen shot.

In a screenshot you get only one result.
With in a file you will get ALL results in a given turn (IIRC): very useful, I guess (but I don't know how difficolt will be implement this feature).

Imp August 20th, 2009 02:49 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Quote:

Originally Posted by cyberdisc (Post 706364)
Quote:

Originally Posted by Imp (Post 706345)
If you need it for some reason can just take a screen shot.

In a screenshot you get only one result.
With in a file you will get ALL results in a given turn (IIRC): very useful, I guess (but I don't know how difficolt will be implement this feature).

Think I missunderstood you, was thinking end of battle screen but think you aes talking about a log of all combat results.

cyberdisc August 20th, 2009 05:12 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Quote:

Originally Posted by Imp (Post 706376)

Think I missunderstood you, was thinking end of battle screen but think you aes talking about a log of all combat results.

exactly

Epoletov___SPR September 16th, 2009 01:05 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
It is necessary to change color terrain "Short Grass".

Now this color mismatches the realities.

Warwick September 16th, 2009 05:45 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
When playing a campaign with multiple artillery batteries of similar calibre, would it be possible when one of them fires counter-battery to know which one is firing? This would be useful for deciding which ones need more experience. Or could this be seen as too much info?

Thanks, Warwick

whdonnelly September 16th, 2009 10:24 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Have you tried keeping an eye on rounds fired? That may be the quickest way.
Will

Mobhack September 16th, 2009 10:31 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Quote:

Originally Posted by Warwick (Post 710593)
When playing a campaign with multiple artillery batteries of similar calibre, would it be possible when one of them fires counter-battery to know which one is firing? This would be useful for deciding which ones need more experience. Or could this be seen as too much info?

Thanks, Warwick

If it is important to you, then just rename each of your batteries. e.g. 25 pounder troop 01, 02 etc ...

Simples!*

Cheers
Andy

*http://www.comparethemeerkat.com/home (for the meerkat challenged :))

Imp September 17th, 2009 08:51 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
No need to bother really the guy with the most experince is most likely to fire, below 75 maybe 70 little chance over 80 & hes on the ball. If really fussed its arty skill will determine casulties, the higher the better.

DRG September 19th, 2009 07:28 AM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Quote:

Originally Posted by Epoletov___SPR (Post 710533)
It is necessary to change color terrain "Short Grass".

Now this color mismatches the realities.


It's a alternate to regular grass. If you don't like it don't use it *I* think it looks fine and therefore will be staying as is.

Don

Epoletov___SPR September 21st, 2009 01:53 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
It is color of a faded grass, in fact so ?! ;)




http://i454.photobucket.com/albums/q...etov/Grass.jpg

Imp September 22nd, 2009 12:11 AM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Sort of the colour it goes in an arid country then, if it gets much hotter it gives up & dies so use it for dry areas or just to break up the terrain a bit.

Lt. Ketch September 22nd, 2009 05:58 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Quote:

Originally Posted by Imp (Post 711509)
Sort of the colour it goes in an arid country then, if it gets much hotter it gives up & dies so use it for dry areas or just to break up the terrain a bit.

That looks like the grass in my yard when there's a drought. (I live in the American west). Generally, the shorter the grass, the less likely it is to survive. This is due the the fact (as I understand it) that grass' roots are as long as their blades, so it takes more work to keep grass green when it's short.

Epoletov___SPR September 29th, 2009 01:59 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Extended Map Editor.


It is now very convenient to make all over again roads, then to fill space with a wood.
Roads thus are not destroyed.

Would be conveniently same to make for another terrain.
Necessarily for Grass, Wheat, Field.

DRG September 29th, 2009 02:48 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
That's becasue trees are handled somewhat differently in the code than fields are .

Don

Epoletov___SPR December 27th, 2009 04:41 AM

Re: Ideas how to improve WinSP MBT/WW2 !
 
In Editor scenarios the button " Entrench one unit " is necessary.

I create scenarios where the part of armies should not be dug in, but now it cannot be made.

DRG December 27th, 2009 10:39 AM

Re: Ideas how to improve WinSP MBT/WW2 !
 
So why not add a one hex section of trench ????

Don

Epoletov___SPR December 27th, 2009 11:11 AM

Re: Ideas how to improve WinSP MBT/WW2 !
 
It is visible to a trench from the beginning of battle.
It target №1 for artillery of the opponent.

Are necessary " fox hole " for infantry and analogue for vechicle.
These positions are camouflaged before contact to the enemy. :up:

iCaMpWiThAWP December 27th, 2009 12:05 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
IIRC, there was some way to place "invisible" trenches in the old versions, doesn't seems possible anymore

wulfir December 27th, 2009 03:40 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Quote:

Originally Posted by Epoletov___SPR (Post 723725)
It is visible to a trench from the beginning of battle.
It target №1 for artillery of the opponent.

Are necessary " fox hole " for infantry and analogue for vechicle.
These positions are camouflaged before contact to the enemy. :up:


Buy units to entrench. Place them on map. Entrench all.
Buy units not to entrench. Place them on map. Save.

And there you go. ;)

Epoletov___SPR December 28th, 2009 12:51 AM

Re: Ideas how to improve WinSP MBT/WW2 !
 
It is very grateful, Wulfir, for your advice! :up:

EpoletovSPR February 27th, 2010 04:50 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Probably this problem has been told by other comrades.

It is not visible where fall bomblets round at viewing turn the opponent.

DRG February 28th, 2010 02:11 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Quote:

Originally Posted by EpoletovSPR (Post 733657)
Probably this problem has been told by other comrades.

It is not visible where fall bomblets round at viewing turn the opponent.

Yes, this has been reported before and the answer is the entire cluster munitions routine is a variation of the fast arty code and you don't see cluster replays for the same reason you don't see fast arty replays in PBEM

It *may* be something that can be adjusted becasue the graphics routine is the same as regular arty just with different SHP files but it's the code that records and decides if hits are made that is the problem for the reasons cited above .

It is for certain any investigation of this won't be until later in the year, not this next release.

Don

EpoletovSPR March 8th, 2010 03:20 AM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Now tank riders are not visible for observers.
Not clearly there is someone on vechicle or not.

Well that as earlier this information was accessible in " inform window ", press button "I".

Imp March 8th, 2010 06:20 AM

Re: Ideas how to improve WinSP MBT/WW2 !
 
This was changed a few patches back so riders/passengers are not vissible to the other player. Reasoning behind it far more units ride in vehicles than on them so you would not know if its full or empty let alone the unit type in it so lesser of the 2 evils.

Suhiir March 8th, 2010 01:53 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
I have a suggestion...that will hopefully require very minor/easy code tweaks if implemented.

As it stands now "Air Op Aircraft" (Unit Class 50) are all treated the same.

While the smaller size, and usually higher EW rating, of UAV's generally makes them hard to hit...the requirement for an artificially high (and purely guesstimate) EW rating makes them expensive cost wise.

I've looked over the OOBs and many of the non-UAV "Air OP Aircraft" are speed 2.

Would it be possible to make:
Unit Class 50
Speed 1
EW 0
not trigger fire by SAM's ?

Area SAM - Unit Class 16
Infantry SAM - Unit Class 29
SP SAM - Unit Class 30

Valuable, and scarce, missiles wouldn't be wasted on a UAV in reality.
And the "gamey" tactic of having a UAV make a pass or two forcing an opponent (AI or player) to waste their SAMs on it would be eliminated.

Now, I'm not sure what, if any, effect EW rating has on regular AA (AAG, AAMG, etc.) fire so perhaps the EW 0 won't work for one of the code triggers not to fire SAMs. If not will UC=50, Spd=1 be sufficient?

Discussion?

Imp March 8th, 2010 03:42 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Speed effects all AAA fire at as far as I know the faster it goes the longer the gap between shots at.

EpoletovSPR March 8th, 2010 05:47 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Quote:

Originally Posted by Imp (Post 734565)
This was changed a few patches back so riders/passengers are not vissible to the other player. Reasoning behind it far more units ride in vehicles than on them so you would not know if its full or empty let alone the unit type in it so lesser of the 2 evils.

Yes, I agree and I know about it.

There is a hope what probably to divide riders and passengers (inside vechicle).

It would add realism.

If it is inconvenient, certainly it is better to choose smaller from two harms.

Suhiir March 8th, 2010 07:35 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Quote:

Originally Posted by Imp (Post 734629)
Speed effects all AAA fire at as far as I know the faster it goes the longer the gap between shots at.

Actually I was wondering what (if any) effects EW rating had on AAA.
If the slower speed of UAV allows them to be shot at more frequently I think it's pretty well offset by their size.
True, this holds for missiles as well, but the point is to not allow game mechanics to allow you to sucker an opponent into wasting their expensive SAMs on UAVs.

iCaMpWiThAWP March 8th, 2010 09:29 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Quote:

Originally Posted by Suhiir (Post 734681)
Quote:

Originally Posted by Imp (Post 734629)
Speed effects all AAA fire at as far as I know the faster it goes the longer the gap between shots at.

Actually I was wondering what (if any) effects EW rating had on AAA.
If the slower speed of UAV allows them to be shot at more frequently I think it's pretty well offset by their size.
True, this holds for missiles as well, but the point is to not allow game mechanics to allow you to sucker an opponent into wasting their expensive SAMs on UAVs.

Maybe no aamg fire aswell, it's probably kinda hard to hit such a small thing like an UAV.

Suhiir March 8th, 2010 11:17 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Quote:

Originally Posted by iCaMpWiThAWP (Post 734699)
Quote:

Originally Posted by Suhiir (Post 734681)
Quote:

Originally Posted by Imp (Post 734629)
Speed effects all AAA fire at as far as I know the faster it goes the longer the gap between shots at.

Actually I was wondering what (if any) effects EW rating had on AAA.
If the slower speed of UAV allows them to be shot at more frequently I think it's pretty well offset by their size.
True, this holds for missiles as well, but the point is to not allow game mechanics to allow you to sucker an opponent into wasting their expensive SAMs on UAVs.

Maybe no aamg fire aswell, it's probably kinda hard to hit such a small thing like an UAV.

True, but their size will take care of that.
I just want SAMs not to be wasted on them.
I'd think they'd be easier to hit with an AAMG then a SAM actually...not that it'd be easy.

Imp March 9th, 2010 07:59 AM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Quote:

True, but their size will take care of that.
I just want SAMs not to be wasted on them.
I'd think they'd be easier to hit with an AAMG then a SAM actually...not that it'd be easy
See what you are saying probably the easiest thing would be a rule, change EW to 90 plus the original EW so EW 2 becomes 92.
Could then restrict SAMs so dont target while allowing guns possibly MANPADS to as normal, rational for MANPADS not radar so visibility normaly restricts range.

When the new patch comes out as your OOBs nearly done would you fancy a PBEM game happy to use any side using sensible buy vs USMC, happy with house rules if you want to try & create a specific situation.

EpoletovSPR March 10th, 2010 05:06 AM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Coming back to an old theme.

"SP Camo" owns the rights on "SP3 Brigade Command".


If yes, it would be desirable to receive excellent "Command control" (management by means of Orders point) in winSP. :up:

DRG March 10th, 2010 08:33 AM

Re: Ideas how to improve WinSP MBT/WW2 !
 
........and coming back to our old well established theme


1/"SP Camo" does not "own the rights" to SP3 Brigade Command.

2/Both Andy and I disliked SP3 Brigade Command and have said so many times on this forum and elsewhere

3/The dislike of that game INCLUDES it's C&C system.





Don

Lt. Ketch March 11th, 2010 02:58 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Quote:

Originally Posted by iCaMpWiThAWP
Maybe no aamg fire aswell, it's probably kinda hard to hit such a small thing like an UAV.

Some of those UAVs can be quite large. My father-in-law works at the local air base and the ones he sees are the ones that have a larger wingpan than an F-16. I also found this link - http://israelmatzav.blogspot.com/201...er-jet-20.html. The title expalains it.

Now there are mico UAVs as well that may be only a couple of feet long/wide. I'm curious what the percentages on usage are. In any event, I think the AAMG fire should stay as well. Cutting the SAM makes sense to me.

Mobhack March 11th, 2010 03:58 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Quote:

Originally Posted by Lt. Ketch (Post 735166)
Quote:

Originally Posted by iCaMpWiThAWP
Maybe no aamg fire aswell, it's probably kinda hard to hit such a small thing like an UAV.

Some of those UAVs can be quite large. My father-in-law works at the local air base and the ones he sees are the ones that have a larger wingpan than an F-16. I also found this link - http://israelmatzav.blogspot.com/201...er-jet-20.html. The title expalains it.

Now there are mico UAVs as well that may be only a couple of feet long/wide. I'm curious what the percentages on usage are. In any event, I think the AAMG fire should stay as well. Cutting the SAM makes sense to me.

They are aircraft, the game fires at planes of all types if in range and the %age chance to hit is OK.

There will be no such changes, simply to avoid the "bug reports" that end users would fill the forum with, complaining that their AAA let spotter planes (which is all a "UAV" is) fly unhindered over their forces.

Andy

Suhiir March 15th, 2010 01:47 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Quote:

Originally Posted by Imp (Post 734777)
Quote:

True, but their size will take care of that.
I just want SAMs not to be wasted on them.
I'd think they'd be easier to hit with an AAMG then a SAM actually...not that it'd be easy
See what you are saying probably the easiest thing would be a rule, change EW to 90 plus the original EW so EW 2 becomes 92.
Could then restrict SAMs so dont target while allowing guns possibly MANPADS to as normal, rational for MANPADS not radar so visibility normaly restricts range.

When the new patch comes out as your OOBs nearly done would you fancy a PBEM game happy to use any side using sensible buy vs USMC, happy with house rules if you want to try & create a specific situation.

Actually the 90+ EW rating idea is probably the best, that way there's no problem with existing slow fixed-wing observation aircraft yet UAVs could be made not to trigger SAMs.
But...Mobhack has spoken (see post above this one)...ahhh well...nice idea anyway.

Actually I'm working on a couple scenarios with my revised USMC OOB:

USMC vs Iraq/Taliban/Iran (2016)
5 scenario mini-campaign

USMC vs China (probably 2018-20's)
China invades Taiwan with lighter (airborne, airmobile, hovercraft delivered, etc.) assuming they can present a feint accompli. A MEU from Okinawa is the closest ground unit available.

Now I haven't done much more then brainstorm on the USMC vs China scenario.
The intent is to make it a looong scenario...like 90 turns in two parts.
Part one - Chinese forces attack the MEU and presumably get beaten off
Part two - USMC counter-attack to destroy not only the Chinese attack force but the reserve and rear-area forces.

I'm thinking I'll have to go thru and change the move speed of any Chinese defensive units to zero to keep the AI from using them during the attack.

But the real question is...
Just what sort Chinese force will make the scenario challenging?
So if you want to come up with a set of Chinese forces for this I'd be overjoyed to play!

Imp March 15th, 2010 02:10 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Quote:

But the real question is...
Just what sort Chinese force will make the scenario challenging?
So if you want to come up with a set of Chinese forces for this I'd be overjoyed to play!
The Chinese have recently spent a lot on landing ships etc & their marines so perhaps marine vs marine. Chinese Marines from memory have an AFV similar to BMP-3 & a Amphib light tank based on it, obviously as Marines most would not have the aformentioned. While not in the game also believe they have an amphib version of SPSAM AA gun combo though for what you suggest probably still mainly MANPADS for AAA. Also seem to remember they have several light tanks APCs IFVs to choose from for follow on force. Also have a good range of light mortars etc till main arty can be landed. Biggest failing is probably air there EW suites are not very good on the whole & AAA overall lags behind the main players so USMC could have a bit of fun if area stuff is not in place. <!-- / message --><!-- sig -->

Suhiir March 15th, 2010 02:51 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Quote:

Originally Posted by Imp (Post 735680)
Quote:

But the real question is...
Just what sort Chinese force will make the scenario challenging?
So if you want to come up with a set of Chinese forces for this I'd be overjoyed to play!
The Chinese have recently spent a lot on landing ships etc & their marines so perhaps marine vs marine. Chinese Marines from memory have an AFV similar to BMP-3 & a Amphib light tank based on it, obviously as Marines most would not have the aformentioned. While not in the game also believe they have an amphib version of SPSAM AA gun combo though for what you suggest probably still mainly MANPADS for AAA. Also seem to remember they have several light tanks APCs IFVs to choose from for follow on force. Also have a good range of light mortars etc till main arty can be landed. Biggest failing is probably air there EW suites are not very good on the whole & AAA overall lags behind the main players so USMC could have a bit of fun if area stuff is not in place. <!-- / message --><!-- sig -->

I think we can assume land-based USAF from Japan and Okinawa plus the US carrier task group that WOULD be covering the USMC landing will pretty well nullify any Chinese air threat, so I think we can limit Chinese air to say 2 "flights" of 4-6 (whatever size the typical Chinese "flight" is) strike (i.e. not first-line) aircraft. One "flight" available for the initial Chinese attack, the second say turn 25-30ish OR possibility 10ish with say a 10-20% chance to arrive per turn so a player will have to choose to wait for them all or use them piecemeal. The USMC will have only the 6 aircraft normally inherent to a MEU. Given that Marine Air are VTOL and a MEU has the assets to refuel/rearm make 6 aircraft available turn 1, 4 on turn 30, 2 on turn 60 representing rearmed aircraft.

As to Chinese artillery, I think we can assume their initial attack brought in artillery, armor, etc...just limited numbers. The Chinese are not stupid, so their initial landing would be heavy on logistics, knowing that resupply will be difficult after the initial assault. But some first-rate heavier stuff would be included in the first assault.


LOTS of Chinese area SAMs, brought in on the initial assault to counter US air. These SAMs are the main USMC objective in the Chinese rear, but will NOT have any missiles for the sake of the scenario. The Chinese don't want to "waste" area SAMs on tactical air strikes, their lighter stuff can deal with it!

Other thoughts?

Don/Andy...could you maybe move the last couple posts between me and Imp to the PBEM forum?
Thanks!

Imp March 15th, 2010 04:47 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
This sort of stuff probably better worked out by email or PM feel free to do either esp if looking at releasing as a scenerio.
On Chinese planes the idea of remains arriving piecemeal is good if there were actually any left, they would have probably tried stopping the fleet or hitting landings.
SAMs as objectives therefore a good idea perhaps give Chinese helos rather than fast air as reinforcements & used in landings, still piecemeal arrival & transports could be loaded . Marine Mech formation light tanks & or MBT could also turn up as reinforcements in a more organised maner, assuming taken the ground but not had time to consolidate positions before USMC turn up.

Suhiir March 15th, 2010 10:43 PM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Quote:

Originally Posted by Imp (Post 735706)
This sort of stuff probably better worked out by email or PM feel free to do either esp if looking at releasing as a scenerio.
On Chinese planes the idea of remains arriving piecemeal is good if there were actually any left, they would have probably tried stopping the fleet or hitting landings.
SAMs as objectives therefore a good idea perhaps give Chinese helos rather than fast air as reinforcements & used in landings, still piecemeal arrival & transports could be loaded . Marine Mech formation light tanks & or MBT could also turn up as reinforcements in a more organised maner, assuming taken the ground but not had time to consolidate positions before USMC turn up.

Moved to PMs.

rfisher March 22nd, 2010 11:07 AM

Re: Ideas how to improve WinSP MBT/WW2 !
 
Just a little thought that occured after reading about the new demolition class. Unless I misunderstood, Mobhack said that the IEDs, booby traps etc of the new class would be able to be deployed outside the usual set up areas, up to the half way point.

So would it not be fun if you could also deploy special forces forward observation type units (SAS, Navy SEALS, maybe even snipers etc) in the same way?

Just a thought.


All times are GMT -4. The time now is 10:20 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.