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  #1  
Old July 30th, 2006, 07:32 AM

Charles22 Charles22 is offline
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Default Re: And now ? (WinSP dreams)

Sorry I'm a bit late for this, but your point number 3 isn't really a point as I see it. Let me explain. Sure it's nor accurate that the smoke is an inpenetrable shield but then again look at SPWAW if you're aware of it. In SPWAW it's truly pathetic, as the smoke, any "one" puff of smoke, that is, can last upwards beyond 8 TURNS!!! At least the timing of winSPWW2 smoke is very realistic. The accuracy that this smoke covers a spot for one turn or two at maximum length is truly a playing wonder compared to the aforementioned.
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Old July 30th, 2006, 09:12 AM

PDF PDF is offline
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Default Re: And now ? (WinSP dreams)

Quote:
Charles22 said:
Sorry I'm a bit late for this, but your point number 3 isn't really a point as I see it. Let me explain. Sure it's nor accurate that the smoke is an inpenetrable shield but then again look at SPWAW if you're aware of it. In SPWAW it's truly pathetic, as the smoke, any "one" puff of smoke, that is, can last upwards beyond 8 TURNS!!! At least the timing of winSPWW2 smoke is very realistic. The accuracy that this smoke covers a spot for one turn or two at maximum length is truly a playing wonder compared to the aforementioned.
Well, that's smoke is totally ridiculous in SPWAW ain't an excuse for it being still overpowered in SPWin !
Talking about SPWAW I was just playing the Eagles MC and could assault a bunker 6 times a turn with an squad, pretty gamey isn't it ?
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  #3  
Old July 31st, 2006, 02:09 AM

Charles22 Charles22 is offline
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Default Re: And now ? (WinSP dreams)

Ah, good, I had not noticed the difference in the two assault treatments since you mentioned that.

It would seem the only way you could to some degree solve the smoke wall would be to have either smoke that sometimes failed or have a variety of smoke that would allow to be seen through, but would cut accuracy maybe 50%. If you really want to get technical you could perhaps make a new kind of smoke that was a visual wall (what we have now) but that could only be fired by certain ground units (smoke pots). I suppose with such a smoke it would have to be set off in the hex the unit is in, and it's duration would be somewhat longer than what we have now.
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Old July 31st, 2006, 08:28 AM

Helm Helm is offline
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Default Re: And now ? (WinSP dreams)

I'd like to see a % chance of an immobile vehicle effecting repairs if not in combat and due to bogging down not hits nothing is more annoying than having a vehicle bog down miles from anywhere and sit there doing nothing
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  #5  
Old July 31st, 2006, 12:12 PM

narwan narwan is offline
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Default Re: And now ? (WinSP dreams)

You can see through smoke guys. If the visibility is high and you're close to it you can sometimes see through the smoke and not just the 'partial' dissolving smoke but full smoke hexes too.

Also, smoke is NOT an impenetrable screen. You can fire through it using area fire.

And concerning the smokepots Carles22 mentioned; why would these have to be set oof in a units own hex? A unit can use antitank mines, satchel charges, magnetic grenades, etc from adjacent hexes. These are hardly things you can throw 50 metres at a hard target. So if these can be used in an adjacent hex it only makes sense to have the same apply to 'smoke pots'. Which gives you exactly what the game has now. The real question is whether maybe too many (infantry type) units carry smoke and too much of it?

Narwan
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Old August 11th, 2006, 02:28 AM

Charles22 Charles22 is offline
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Default Re: And now ? (WinSP dreams)

Yes, well it's somehwat a bit silly to always assume that the weapon of choice can reach into the next hex, but that is how the game is designed it seems. It seems a stronger case could be made that the unit isn't always on the edge of two different hexes, and thereby shouldn't always be abel to pull that off. Also, since you don't throw smokepots in particular, even if you can reachinto the next hex with them, then the next turn should see them in that same hex, since they had to enter it to lay it down.

Figure this one out. Apparently the game plays to where the unit is on all six edges at the same time. How do I know that? Because the unit can use the range 1 weapon on any of those 6 bordering hexes. Apparently, the unit is in all six places at once but is never in the middle, which of course if it were would dis-allow the use of smokepots into other hexes, assuming there were smokepots. Foe some reason I always believed the unit was in the middle, and since some of the range 1 weapons are thrown beyond the mid-point of a hex, then they made it range 1 for that reason, but at the same time I knew they made it range 1 also for the sake of saying the unit was at the edge possibly. In reality, the only way it plays that makes any sense, is you have all the guys in the unit spread out throughout the hex, with at least all six edges covered. With that in mind if they went down to less than six men then apparently they shouldn't be able to use range 1 weapons on all 6 hexes therefore, but then I'm sure the game didn't get that technical about it. I guess that's roughly handled by units losing so many men that a point comes where all weapons aren't useable (unless a specific weapon is selected by the user for an attack).

I think I hurt my brain with all that thinking
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Old August 11th, 2006, 03:54 AM

serg3d serg3d is offline
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Default Re: And now ? (WinSP dreams)

I'd like to see "fast shooting" option, the same as "fast artillery" which alraedy in game. With dozens of units on the screen, each shooting two or three weapons several times and some rounds ricochetting turn takes forever.
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