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July 24th, 2006, 03:39 PM
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Second Lieutenant
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Join Date: Jun 2005
Location: Budapest
Posts: 403
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Re: And now ? (WinSP dreams)
Quote:
PDF said:
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1/ Defensive fire enhancements ! This one is the most important IMHO, it's really sad to see how the units waste their def fire on useless targets - the range can be set but not anything else... I don't like the way SPWAW handle that, the process of "validating" each fire is painful and only helps the player vs the AI. What I suggest would be to be able to set different reaction ranges for different types of targets - lt unarmored vehicles, lt armor (HT and lt tanks), med-hvy armor, guns, infantry...
This should be settable in the scenario design si the IA would use whatever the designer set.
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Hello!
You may want to visit this thread and read my proposal. If you agree please make yourself heared.
The link:
http://www.shrapnelcommunity.com/thr...b=5&o=&fpart=1
Artur.
__________________
"Strategy without tactics is the slowest route to victory. Tactics without strategy is the noise before defeat.", Sun Tzu
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July 24th, 2006, 03:47 PM
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Sergeant
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Join Date: Jul 2005
Posts: 205
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Re: And now ? (WinSP dreams)
What I want is to have option for faster sound, or some way ignoring secondary sounds for multiple shots - turns taking a lot of time now, while all the sounds for each shot played.
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July 24th, 2006, 04:58 PM
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Corporal
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Join Date: Jun 2006
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Re: And now ? (WinSP dreams) *DELETED*
Post deleted by baggypants
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July 24th, 2006, 05:37 PM
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Private
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Join Date: Jan 2005
Posts: 38
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Re: And now ? (WinSP dreams)
Really like the VP idea, knowing the enemy is coming, but not exactly what their focus is.
A (possible?) simple one: Have an extra command to do all rallying for a unit at once (like Shift+R), rather than 1-umpteen button presses per unit.
Playing an infantry campaign right now and spend equal to twice as much time per turn pressing R for the units as actually playing the turn.
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July 24th, 2006, 11:14 PM
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Sergeant
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Join Date: Jun 2005
Location: Ottawa Canada
Posts: 353
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Re: And now ? (WinSP dreams)
Quote:
BaronvonBeer said:
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A (possible?) simple one: Have an extra command to do all rallying for a unit at once (like Shift+R), rather than 1-umpteen button presses per unit.
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Preferences -> Auto Rally On
The only problem is that it doesn't always rally units in the most efficient manner - e.g. you want to rally that lowly bazooka team next to the Tiger but the AI wastes the A0 rallies on the B0 REMF supressed by a few mortar rounds.
__________________
"I love the smell of anthracite in the morning...
It smells like - victory"
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July 24th, 2006, 11:36 PM
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Private
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Join Date: Jan 2005
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Re: And now ? (WinSP dreams)
Would be great if it were at the beginning rather than end of turn.  Dunno what most do, but unless a unit has nothing worth shooting at and nowhere to go, I rally at the start to make that turns action more effective.
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July 25th, 2006, 04:24 AM
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Private
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Join Date: Jun 2006
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Re: And now ? (WinSP dreams)
More BLOOD !!! it would be very cool if like for the vehicle when an entire foot unit or just a sniper is wiped out there would be a corpse lying on the ground. 
It could in my humble opinion greatly improve the climax of the game.
cheers
Vincent
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July 25th, 2006, 03:24 PM
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Sergeant
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Join Date: Jun 2005
Location: Ottawa Canada
Posts: 353
Thanks: 11
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Re: And now ? (WinSP dreams)
Quote:
BaronvonBeer said:
Would be great if it were at the beginning rather than end of turn. Dunno what most do, but unless a unit has nothing worth shooting at and nowhere to go, I rally at the start to make that turns action more effective.
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I am a more selective with the rally key. Each unit can rally itself until it fails then it goes to its commander for the next set of rally attempts and so on up to A0. I don't always want to rally a particular unit down to 1 especially if I have other troops in need. So I might rally a couple of retreating infantry down to pinned to hold them in place, then rally an engineer just to the point where he can use a satchel or FT on the bunker in front - and if he smokes the bunker, go back to the infantry and rally them untill they can move back into the line. Then if I haven't tapped out the B0 and A0, rally a routed crew so I can move him into cover and save him for the next battle.
I don't think a rally all button would allow the same degree of finesse - But then I may be misreading you. 
__________________
"I love the smell of anthracite in the morning...
It smells like - victory"
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July 26th, 2006, 07:53 AM
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Sergeant
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Join Date: Jun 2005
Location: Ottawa Canada
Posts: 353
Thanks: 11
Thanked 2 Times in 2 Posts
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Re: And now ? (WinSP dreams)
Quote:
serg3d said:
What I want is to have option for faster sound, or some way ignoring secondary sounds for multiple shots - turns taking a lot of time now, while all the sounds for each shot played.
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I'll second this one too. We have fast artillery, fast direct fire would be useful too - especially when running AI vs AI playtests.
__________________
"I love the smell of anthracite in the morning...
It smells like - victory"
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July 24th, 2006, 04:55 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
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Re: And now ? (WinSP dreams)
Quote:
Artur said:
Quote:
PDF said:
...
1/ Defensive fire enhancements ! This one is the most important IMHO, it's really sad to see how the units waste their def fire on useless targets - the range can be set but not anything else... I don't like the way SPWAW handle that, the process of "validating" each fire is painful and only helps the player vs the AI. What I suggest would be to be able to set different reaction ranges for different types of targets - lt unarmored vehicles, lt armor (HT and lt tanks), med-hvy armor, guns, infantry...
This should be settable in the scenario design si the IA would use whatever the designer set.
...
|
Hello!
You may want to visit this thread and read my proposal. If you agree please make yourself heared. 
The link:
http://www.shrapnelcommunity.com/thr...b=5&o=&fpart=1
Artur.
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I'm with you here man ! 
In the last SPWinMBT game I played (solo scen as South Afr vs Angola) I was totally mad at seeing my guys wasting all their precious RPG/Zook ammo (can't remember what weapon exactly) on OP fire at enemy infantry at extreme weapon range ! 
Sure here I should have "disabled" the weapon but forgot to, 
But in a recent WinSPWW2 games I had my Tigers wasting their OP fire at petty and dangerless SMG infantry dangling around T-34s at 4-500m range so when the T-34s moved/fired the Tigers had no OP fire left..*That's* the real issue !
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