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June 21st, 2007, 12:27 AM
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Join Date: May 2006
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Terrain types
Hi All
While discussing rough speeds I came across an interesting "fact". Apparently it was estimated that 10 percent of north west european terrain was accessable to tracked vehicles but not accessable to wheeled vehicles. I realise it isnt worth the bother and is no doubt impractile but maybe rough terrain can be 'split' into two types one accessable to wheeled vehicle one not? And again no doubt not possible but maybe 'clear' and 'road' etc type terrain movement speeds could vary rather than always being the same value for each particular type of hex. Using clear terrain as an example maybe some could be .5 and some could be 1.5 this would model ditches, fences etc. and may make the game a little more interesting as the time to get places wouldnt be so predictable.
Also (and without trying to reignite any debate) In the Rough speeds thread the Question was asked as to where Tarrif gets his Rough speeds from, I now have the answer.
Most of tarrifs cross country road speeds come from the Aberdeen Databooks published between 1942 and 1967. The blanks are filled in using popular authors such as Chaimberlain and Jentz.
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July 12th, 2007, 01:31 PM
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BANNED USER
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Re: Terrain types
Another poster brought this up some time ago but just for completeness the other terrain type that would be an excellent addition would be trees that vehicles are unable to travel through. Very handy for the partisans!
Best Regards Chuck.
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July 13th, 2007, 04:49 AM
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First Lieutenant
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Join Date: May 2007
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Re: Terrain types
Good day,
A thick woods terrain type would be a welcome addition.
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July 13th, 2007, 05:17 AM
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Colonel
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Re: Terrain types
Quote:
chuckfourth said:
Another poster brought this up some time ago but just for completeness the other terrain type that would be an excellent addition would be trees that vehicles are unable to travel through. Very handy for the partisans!
Best Regards Chuck.
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Greetings,
If you combine rough terrain with trees then you will get the desired result.
cheers
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July 13th, 2007, 07:57 AM
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Private
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Re: Terrain types
Yeah, agreed. Vehicles may get slowed down in woods and risk throwing a track thru the rough stuff, but "Serious Trees" should really make it impossible, so a 2 tier woods type is a great idea. I havent checked but is all the marsh terrain types useable by tanks, even at risk of getting bogged? I havent noticed the random generated maps coming up with impassable terrain, if at all. IMHO it would spice things up by giving infantry some "safe" ground from armour and make players, (and the AI come to that), rethink attack routes, defence lines etc. Currently you can sneak armoured cars, lorries, etc offroad through forests which doesnt seem quite right to me... Try turning off the highway and driving your car through your nearest forest and see how far you get Maybe that would be tricky/ impossible/ undesirable/ all of the above to program in for random maps??
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July 13th, 2007, 04:59 PM
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First Lieutenant
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Join Date: May 2007
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Re: Terrain types
[/quote]
Greetings,
If you combine rough terrain with trees then you will get the desired result.
cheers
[/quote]
DOH!!!
Never thought of that, and I will try it.
However for computer generated map it would be nice have Infantry Only Woods Level, I lived in Europe for 4 years in the 70's and there was plenty of forest impassiable to vehicles, I would imagine even more so 25 years earlier. Ardennes scenarios would benefit hugely from this addition.
Prosit!
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July 14th, 2007, 11:22 PM
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BANNED USER
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Re: Terrain types
Hi Pyros
Thanks for your good suggestion.
For myself I only play PBEM and find it suits me very well to use the generated maps.
Generally using rough terrain means the vehicles can still travel through the woods wheras I would like to see woods completely inpenetrable to vehicles and so are 'safe' refuges for infantry and can be considered as tank proof when considering your AT deployments. Using rough terrain would slow both the vehicles and infantry to one hex so allowing vehicles to pursue and destroy infantry into the woods. For vehicles it is the density of the 'trees' that stops the vehicle wheras its undergrowth that stops infantry, for instance in 'open' dense woodland vehicles cannot penetrate and infantry is unimpeded (these types of woods exist where it snows but also in more temperate climates also). in 'jungle' vehicles cannot penetrate and infantry is slowed to one movement (ie as in the rough terrain woods cobination you suggested.)
Best Regards Chuck
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July 15th, 2007, 07:29 AM
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Major
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Re: Terrain types
A solution that just came to my mind (dunno how plausible code-wise) would be having two types of forest - passable and impassable - with the impassable being approached the same way as dragon teeth, meaning that using engineer units you'd be able to negotiate your way through, but it will be rather time-consuming task.
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