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  #1  
Old November 1st, 2007, 12:43 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

I do agree with a number of the points put forward. Accurate and appropriate sounds for instance have always been my major area of modification. It would also be neat to be able to pick what Ammo you are using on the bigger guns.
Adding more weapons slots though, If I remember correctly isn't that totaly unfeasable. Even then you would have to work on every unit and those of us who have mods on the go would be totally screwed. Back to square one I should say.
The solution, one that others have used, is to combine weapons or to create multiple weapons in one slot. I think that is already in place for some types of weapons. Having said that another way round, at least with the infantry, is to just create another unit with a different weapons loadout.
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Old November 1st, 2007, 03:24 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Has written to you in PM.

Translation of ideas will be soon published.
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  #3  
Old November 2nd, 2007, 11:24 AM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Regarding weapon slots, there are ways to deal with the shortage if you're ready to coope with some minor inaccuracies.
For instance TMGs and CMGs are often redundant.
Also, AP and Sabot ammo give two main anti-armor ammo variants to some tank/AT guns and autocannons, which can then be applied to more units over time. One good example of that is the early 105 and 125mm tank guns. If you consider that the AP range increases with the technology level, you can use the AP and sabot slot for two different rounds (e.g. APDS and APFSDS), which would not be used simultaneously in the same unit, but can end up figuring two "weapons" for different dates.
These methods have already been used in some cases IIRC.
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Old October 5th, 2008, 01:07 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

I haven't read through all of this thread, but:

Suspension Damage!

Hedges and stone walls!(Well just have bocage in the games now)

Add these to things and the games would be absolutely perfect.
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Old October 8th, 2008, 03:04 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Quote:
Originally Posted by BadCompany View Post
I haven't read through all of this thread, but:

Suspension Damage!

Hedges and stone walls!(Well just have bocage in the games now)

Add these to things and the games would be absolutely perfect.
As Warwick said, hedge mobility damage are here already. Just try running a tank full steam into a hedgerow and see what happens... I don't know how far this goes back to in game versions, but I have noticed in V3.5 IIRC that you could get the same effect with rough slopes as well.
And the devs have been saying over and over that stone walls were a no-go, so just use hedges all over the place.
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  #6  
Old June 27th, 2009, 01:31 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Even skilled players in " Steel panthers " often do not watch for height in hex (and in lowland there can be an ambush).
It would be useful to show height different color or in figure in everyone hex-es.

====================================
In campaign against computer-player, after destruction of yours commander-unit (index A0; B0;...) in the following battle its powers are received by another unit.
Badly that this new commander-unit with index " A1; B2;.... ". The mess when it is necessary to understand who now commander-unit turns out. It is necessary to write out on its piece of paper index, that is inconvenient.
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  #7  
Old June 27th, 2009, 03:29 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Ya know, something I haven't tried yet...
With the new code to split off vehicle and gun crews when you load them into aircraft can you load a helo and split it's crew off?
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Old June 27th, 2009, 08:12 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Quote:
Originally Posted by Suhiir View Post
Ya know, something I haven't tried yet...
With the new code to split off vehicle and gun crews when you load them into aircraft can you load a helo and split it's crew off?
It's automatic with guns and vehicles they will be split now when air dropped from fixed wing transport unless gliders (WW2) not sure if the same with heavy helo's.
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  #9  
Old July 7th, 2009, 01:34 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Quote:
Originally Posted by Suhiir View Post
Ya know, something I haven't tried yet...
With the new code to split off vehicle and gun crews when you load them into aircraft can you load a helo and split it's crew off?
Not sure if this is applicable with all heavy helos, depending on whether you carry the vehicle on a sling or in the cargo bay.
AFAIK the Mi-6 and Mi-26 can load BMDs in full combat gear (at least road-ready) so they can roll off the rear ramp as if from a glider.
Now the sling transport is another matter, but differentiating between the two modes would require new data in the "carry capacity" field. Also the 'sling' restriction should apply on towed weapons as well, though the recompletion time is much less than on vehicles.
(anything first-hand on this, Suhiir?)

Putting it like this, I'm pretty sure you can sling a vehicle in running condition (minus crew), which would require a handful of minutes to drive away, as opposed to drop-packaged vehicles which are generally, cleaned out, drained from fuel and lubricant, palletized and wrapped in cardboard or something.
Also helicopters don't separate vehicle from crew during the landing as both are dropped in the same hex. You lose half the fun of the concept.

So in the end, not sure the crews separation should apply.
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Old July 7th, 2009, 01:52 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Apart from crew bailout another thing that IMHO could be improved in SPMBT aircraft is the engagement range.
Most non-bomb class 11 weapons I can think of have a two-figure range, yet I don't remember seeing aircraft starting strafing runs more than 5-6 hexes away.

On the other hand I vaguely remember reading about Soviet pilots in Afghanistan who were so afraid if Mujahedeen air defenses that they started their strafing runs some 2kms from target, their rocket salvoes being expectedly useless.

Is their any way to extend the initial firing range, maybe based on aircraft vision/FC/RF ratings?
Even better, making the start range invert-proportional to pilot morale and experience. The greener and more frightened the pilot, the more he will tend to blaze away early instead of keeping his ammo for better opportunities farther downrange.
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