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Elevating infantry units
One minor detail that has been rolling around in my mind for a long while is how to make use of tall structures in built up areas. For example, putting the FO or a sniper in the church tower or on the roof of the local city hall. The problem of course is each hex would in essence become two, one at ground level, and one at elevation.
But it has occurred to me that helicopters are already handled in a similar manner, with each unit being capable of landing, low or high flight. Could certain infantry units be given the same type of ability? When occupying buildings of certain size or type they could be toggled between ground level or elevated with LOS being affected accordingly. Here are a few ideas: -Only small sized units allowed, say 1 to 3 men, recon, FO (and maybe MG units?) -Units occupying the elevated position more easily spotted -Damage to the building itself would eliminate elevated units -Movement from ground to elevated (and vice versa) would expend all movement for that turn Is it possible? Does anyone else see any value in this? |
Re: Elevating infantry units
If feasible this looks like a good idea. However, since we are talking about a 50m hex why not have a full squad deployed in upper stories of a building?
The "1 to 3 men units only" might be an idea for tree hexes (mimicing a spotter climbing in the trees for better view). I wouldn't put it very high on my to-do list though. |
Re: Elevating infantry units
I think this idea is great! I have been wondering about how to do this myself and just always thought it wouldn't be possible in this game. And now just maybe it is. This is an important aspect of urban warfare, and could give an RPG-7 a top attack capability http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Elevating infantry units
I like the idea. I think it's a "must" for urban battles. In case it can't be done (code, time or priority limitations) I would like to hear any "quick fix" suggestions on the subject.
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Re: Elevating infantry units
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Hi,
While in the map editor, you may use a very useful advanced command: the " shift * " , which allows you to input new height values to a HEX (under certain conditions - you must experiment). But there is another special technique for doing exactly what you had mentioned above. Just check the picture and see the elevation and LOS of the scout unit. As a small quiz question (for the fun http://forum.shrapnelgames.com/images/smilies/happy.gif), Who knows what is the advanced designing method (the later one) used for achieving such results? cheers, Pyros http://www.shrapnelcommunity.com/thr...vation-map.JPG |
Re: Elevating infantry units
I had forgotten about being able to do that. http://forum.shrapnelgames.com/image...s/confused.gif
Must re-read the manual again. http://forum.shrapnelgames.com/image...es/biggrin.gif |
Re: Elevating infantry units
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Just check how realistic is the LOS from that chapel.
It is as good as the real thing! http://forum.shrapnelgames.com/image...es/biggrin.gif cheers, Pyros http://www.shrapnelcommunity.com/thr...ation-map2.JPG |
Re: Elevating infantry units
Yes, I read that just the other day but did not think of this application. However this is only usable in designer scenarios. Ideally you would have not only have multi hex buildings but multi storey buildings as well. You would be able to have infantry units in the same hex but on different storeys. Ah, back to the days of Squad Leader, but without the chart and dice. [img]/threads/images/Graemlins/icon46.gif[/img] http://forum.shrapnelgames.com/image...es/biggrin.gif
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Re: Elevating infantry units
Quote:
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Re: Elevating infantry units
What was that method again?
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