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Old February 9th, 2013, 04:58 PM
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Cross Cross is offline
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Default Re: winter movement

Quote:
Originally Posted by Mobhack View Post
I am already experimenting with a +2 for all vehicles in trees

Andy

At the moment trees are slower than fields but not as slow as rough. So we have a map feature with 'medium difficulty'...if you like.

Adding +2 to trees would make them similar to rough and they'd mostly be avoided by vehicles. We'd no longer have a common 'medium difficulty' map feature.

I see the current trees as sparse woods. Map makers can add rough to woods to make them vehicle unfriendly.

How about another trees type like 'dense trees'?
Or 'sparse trees', so we still have trees that can be navigated by vehicles.

Would the +2 also count for orchards?

Just some thoughts



Quote:
Originally Posted by Mario_Fr View Post
Is it possible to change the movement cost for winter? Right now it doesn`t really slow down vehicles, my 4WD`s still move 8-10 hexes on clear terrain. But in Russia for example in winter movement almost came to a stand still except for all-tracked vehicles and fighting was for streets and villages.
So having to use streets for movement or to be stucked in the snow fields would add much more depth, I think.
Also trees in general. To my mind, vehicles can cross them quite fast, tanks can move 3-4 hexes in them, that`s as fast as infantry; 4WD can move 4-5 hexes.

I really like the current winter movement. I find movement really slows down, and roads become important. If movement was any slower battles would stagnate.

I agree with Imp that you should add loads of snow drifts if you want a heavy snow map where movement is even harder.

Don't forget that movement often got easier in many situations where the ground was frozen. The mud of a thaw often caused more problems than snow.

regards,
Cross
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Old February 10th, 2013, 09:15 AM

Mario_Fr Mario_Fr is offline
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Default Re: winter movement

Cross, what do you mean with 'medium difficulty' map feature?
And yes, to my mind trees should mostly be avoided by vehicles, a lot of other games like combat mission handle it the same way. You should be able to cross them with vehicles, albeit slowly and I really like the idea to make them even breakdown-hexes like rough.

Mario
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  #3  
Old February 10th, 2013, 03:52 PM
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Default Re: winter movement

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Originally Posted by Mario_Fr View Post
Cross, what do you mean with 'medium difficulty' map feature?
If you look at movement costs for various map features, approximately:

Road, clear and field could be termed 'easy' to traverse.

Trees are about 'medium' cost.

Rough, mud and swamp are 'difficult', and you really have to avoid these with vehicles apart from exceptional circumstances.

If Trees become similar to Rough, then we've lost the only 'medium difficulty' map feature. Map features would mostly be easy or difficult.

Even orchards would be avoided by vehicles, because orchards have the same movement cost as trees. IRL, orchards were often used to park-up in because they provided cover but were easily accessible for vehicles.

That said, I do think forests are too easy for vehicles currently. But I think vehicles should be able to pull into the first layer of trees, or through a tree a line, with relative ease.

If 'sparse trees' aren't an option then I don't know what the best answer is...

cheers,
Cross
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Old June 18th, 2020, 04:29 AM

jivemi jivemi is offline
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Default Re: winter movement

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Originally Posted by Cross View Post

Don't forget that movement often got easier in many situations where the ground was frozen. The mud of a thaw often caused more problems than snow.

regards,
Cross
Yes. So what is the justification for such restrictions on mobility during winter? One might think a clear or lightly snowed hex wouldn't affect tracked or foot movement at all, only moderate snow to snowdrifts. Same for a road, unless it's icy. Or am I missing something? Thanks.
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