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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. |
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. |
Re: Ideas how to improve WinSP MBT/WW2 !
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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?
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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 |
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 :)
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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 "). |
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 |
Re: Ideas how to improve WinSP MBT/WW2 !
If you need it for some reason can just take a screen shot.
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Re: Ideas how to improve WinSP MBT/WW2 !
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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). |
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Re: Ideas how to improve WinSP MBT/WW2 !
It is necessary to change color terrain "Short Grass".
Now this color mismatches the realities. |
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 |
Re: Ideas how to improve WinSP MBT/WW2 !
Have you tried keeping an eye on rounds fired? That may be the quickest way.
Will |
Re: Ideas how to improve WinSP MBT/WW2 !
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Simples!* Cheers Andy *http://www.comparethemeerkat.com/home (for the meerkat challenged :)) |
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.
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Re: Ideas how to improve WinSP MBT/WW2 !
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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 |
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 |
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.
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Re: Ideas how to improve WinSP MBT/WW2 !
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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. |
Re: Ideas how to improve WinSP MBT/WW2 !
That's becasue trees are handled somewhat differently in the code than fields are .
Don |
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. |
Re: Ideas how to improve WinSP MBT/WW2 !
So why not add a one hex section of trench ????
Don |
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: |
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
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Re: Ideas how to improve WinSP MBT/WW2 !
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Buy units to entrench. Place them on map. Entrench all. Buy units not to entrench. Place them on map. Save. And there you go. ;) |
Re: Ideas how to improve WinSP MBT/WW2 !
It is very grateful, Wulfir, for your advice! :up:
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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. |
Re: Ideas how to improve WinSP MBT/WW2 !
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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 |
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". |
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.
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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? |
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.
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Re: Ideas how to improve WinSP MBT/WW2 !
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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. |
Re: Ideas how to improve WinSP MBT/WW2 !
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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. |
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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. |
Re: Ideas how to improve WinSP MBT/WW2 !
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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. |
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: |
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 |
Re: Ideas how to improve WinSP MBT/WW2 !
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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. |
Re: Ideas how to improve WinSP MBT/WW2 !
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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 |
Re: Ideas how to improve WinSP MBT/WW2 !
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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! |
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Re: Ideas how to improve WinSP MBT/WW2 !
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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! |
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. |
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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. |
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