Another spectacular phenomenon is the spinning assault guns when they are attacked simultaneosly from OPPOSITE directions in one turn.(Example scenario attached.)
In comat mission it is solved easily since it is a we-go system. In Campaign series it is solved very easily, all vehicles remain in the same direction during the opponent's turn. While there maybe several players who would not like this solution, I personally would welcome even a solution like this. with the gun tube orientation solved (Thanks again guys
) you can position your AFVs in direction you wish anyway. If the opponent is smart enough to get in your side or rear he should get the full benefit from it.
I propose the following solution: The assault guns and the AFV hulls should not be turned during enemy turn at all. AFV turrets should turn after several triggering events only (eg after seeing the 3-rd unit popping up on a different side). The fast and slow turrets could be distinguished even more by setting a smaller triggering event number to the fast turret AFVs like the Shermans and higher value for the slow turreted AFVs like the Tigers.
If the only improvement would be that no AFV will turn during the opponent's turn I would be happy with that
.
I would also like to mention it is a very good improvement making the loading of units cost movement points. I would take this even further and would charge additional movement points for
-unloading units
-I would not allow to load units into vehicles if any of them has 0 movement left (that is possible now)
-Turning AFVs (especially the turretless assault guns). AFVs should NOT look around like the infantry!!!!
(This is actually done in the Campaign Series and Combat Mission as well)
From the coding aspect these changes would not take big effort as far as I can see. (I may be wrong here as well though
)
Artur.