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  #1  
Old November 3rd, 2007, 03:13 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

I still think more sound work needs to be done. One of the most attractive features of a game like this are the weapon sounds, the more realistic and varied the better.
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  #2  
Old November 3rd, 2007, 04:05 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Quote:
RecruitMonty said:
I still think more sound work needs to be done. One of the most attractive features of a game like this are the weapon sounds, the more realistic and varied the better.
You may be right, however, both Andy and I play the game with the sound off so what does that tell you about sound as a priority for us? Even when I do play with the sound on it's turned on low as "background ambiance". Would you spend hundreds of hours working on something you'll never use? There are ample sound slots still open in the sounds.ini and anyone so inclined could easily create new sounds, add them to the game and the OOB's but to date no one has bothered which I think says a lot about the general enthusiasm for the idea.

We've both being doing this for a long time. It'll be ten years for me come January 2008. We are currently upgrading SPMBT and then SPWW2 but we are at the stage that we are only devoting valuable time to things we feel strongly about and right now sounds and the upgrading of all the OOB's to accommodate those sounds are not on the list

Don
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  #3  
Old November 21st, 2007, 05:28 AM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Quote:
RecruitMonty said:
One of the most attractive features of a game like this are the weapon sounds, the more realistic and varied the better.
I agree.

Don/Andy - it's not like it's as important as the icing on the cake - nor even the cherry on top of the icing on top of the cake. But I do find that sounds add to the "ambience" of the game.

If it could easily be done (and I know I'm not the one doing the work so it's easy for me to say) I would welcome it.

Trivial, I know........
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Old December 9th, 2007, 10:24 AM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Immobilized Tank in Mud, in the house, etc.

To make rescue of the got stuck machines.
For example other tank or Engineer vechile could make it.

It only idea.
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Old December 9th, 2007, 10:42 AM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

"Immobilized Tank in Mud, in the house, etc.
To make rescue of the got stuck machines.
For example other tank or Engineer vechile could make it.
it only idea."

This can be done by inputting a 2XX value in the carry capacity parameter of said vehicle. I have already done it and it does work: you can load tanks stuck in collapsed building etc. and carry them away. The problem is that it works too fast compared to most real world situations.
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  #6  
Old December 9th, 2007, 11:35 AM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

To take out the tank from a battlefield not a problem.
The idea consists in that the tank after repair could continue to be at war.
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Old December 9th, 2007, 12:16 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

"To take out the tank from a battlefield not a problem.
The idea consists in that the tank after repair could continue to be at war."

It's too much time consuming to fit in the game time scale.
This game is designed to deal with high intensity battles fought in a limited time span. Repairs are outside its scope. If game length was extended so that repairs were meaningful then you would have also to worry about the fuel consumption of several vehicles and various others issues.
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Old December 9th, 2007, 12:45 PM

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Default Re: Ideas how to improve WinSP MBT/WW2 !

Quote:
KraMax said:
To take out the tank from a battlefield not a problem.
The idea consists in that the tank after repair could continue to be at war.

You won't tow 50 ton immobilised beast from a building wreckage in 3 minutes = one turn
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Old December 9th, 2007, 01:40 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

And I also did not speak that the tank of 50 tons to make for 3 minutes...
I spoke for example random numbers, for example from 3 turns to 7 turns... It turns out from 15 minutes till 45 minutes. Why is not present? The tank has only got stuck in impassable places, anything at it has not broken, it needs to be towed off. To it not a turret has taken down from a shell
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Old December 9th, 2007, 01:48 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Guys, this has been talked about over and over and over.
Just as Marek said: you won't tow a 50-ton tank out of a ditch or fallen house in one turn's real-life equivalent, let alone move it to anywhere.

Of course one could hack the OOBs to come up with ARVs, and AFAIK that has been done now and then.
Why this is and apparently will remain a no-go for the official version goes as follows: (beside the time issue)

So you get your ARV with carry capacity 255 to tow away the heaviest tanks. With any luck you can use it to take away stuck AFVs, providing it doesn't get stuck itself and said AFV comes unstuck when you unload it (well duh, looks like the "immobilized" aka "speed=0" is written into the unit's data no matter what, but that remains to be checked).
Now, supposing all the above conditions are met and your ARV is functional, what on earth should prevent you from isung it as a super-battletaxi?
It is mobile, armored, and you can stuff it as full as a landing craft! You'll tell me, that's what player rules are for, but then you'd better make these ARVs designer-only access (e.g. modify tehn inside scenarios).
And if ever you put them in OOBs, make even more damn sure that they don't fall into IA hands, because the IA doesn't understand nothing to player rules.

This being said (or ranted...), there's this nice shiny and underused "tank transporter" class the IA isn't ever going to use, so if anyone here has OOB space and time to waste to try this out, lt us knoy if it works!
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