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  #1  
Old January 26th, 2008, 06:11 AM

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

Quote:
Marcello said:
I thought I might toss a couple of ideas.
1) A few "tall" buildings, which would enable any units in them to see farther in the urban landscape.
2) Some trick to make overpasses without having to use rivers and such.
Second that

I'd also like to see 1) 1-hex deep water - something like wider stream with heights of -3 and lower (deep water) being available. There are many rivers narrower than 50 meters and still impassable.

2) Also it'd be nice to have more road-terrain interaction, say road on rough - now it behaves as road whether you are driving along it or are coming to it from open terrain, I'd like if it behaved like road just when you are driving along, but upon entering from neighboring hex it'd be Rough (or impassable or whatever). Scientifically speaking, now all terrain features are anisothropic, I'd like to have the linear features isothropic.
(another example - fire trenches, they should allow fairly quick movement of infantry along them, but penalise crossing as it is now)

But I doubt the 2) is possible. OTOH 1) - there was terrain feature like this, IIRC in SPWAW, it was called "canal" and was generally graphically wider Stream and behaving like deep water.
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Old January 30th, 2008, 02:50 AM
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Brummbar Brummbar is offline
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Quote:
Marcello said:
I thought I might toss a couple of ideas.
1) A few "tall" buildings, which would enable any units in them to see farther in the urban landscape.
2) Some trick to make overpasses without having to use rivers and such.

Any chance of multi-level buildings?
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Old January 25th, 2008, 08:32 PM

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

I´m not a fan of the overrun attack. I doubt it will hapen in real combat and even less when dealing with 50meter hexes.
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Old January 29th, 2008, 03:48 PM
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KraMax KraMax is offline
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Default Re: Ideas how to improve WinSP MBT/WW2 !

DRG
-------------------
Question:

It is possible to increase quantity slots for the units in OOB - to 1500 or 2000 slots?
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Old March 4th, 2008, 10:23 AM

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

Concerning immobilized vehicles: I am aware of the quick-fix solution but the problem - besides the unrealistic time of recovery - is that AVREs and the like will also very likely get stuck in that hex, as the other tanks are stuck in there for a reason - if I imagine my ongoing PBEM... my opponent would wish for such an engineer vehicle, he's got about 15 tanks and IFVs stuck in stream and swamp hexes but I am quite sure he's get even more angry as the engineer tank would not make it out of the second mud hole,,, therefore I don't see a solution for this to be done (UNLESS you mod the engineer tank into a Heavy Helo class and give it cyrry capacity=255... + the approbriate SLOW speed... THEN it would be possible to recover anything without getting bogged down!! But this could also be abused easily,,,

Another issue:
I am not sure if this has been mentioned - but in MBT an SPWW2 it's often the case that already-won battles carry on endlessly because the enemy - esp. if it's in a PBEM - still has 1-2 squads left and is annoyingly hiding them and trying to recapture a V-Hex. I understand that there's this force-broken thing embedded already but IMHO this should be tweaked. Hunting down routed crews may be fun in a game or two but it's annoying and an enemy who holds one V-Hex out of 20 with a few men still has lost the battle and is should be over earlier - not so for the AI, though.
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