|
|
|
Notices |
Do you own this game? Write a review and let others know how you like it.
|
 |

April 1st, 2006, 06:06 PM
|
BANNED USER
|
|
Join Date: Jan 2006
Posts: 354
Thanks: 351
Thanked 14 Times in 14 Posts
|
|
Re: Damage to tank fire control systems
Mobhack or DRG, do you have anything to say?
|

April 1st, 2006, 08:54 PM
|
 |
Lieutenant Colonel
|
|
Join Date: Jun 2005
Posts: 1,414
Thanks: 103
Thanked 648 Times in 432 Posts
|
|
Re: Damage to tank fire control systems
Actually, a better solution would be to reduce it to about 4-5 for 40-50 tanks; and to 0-1 for 4-5 tanks. WWII tanks didn't IIRC have backup sights.
|

April 2nd, 2006, 11:09 AM
|
 |
National Security Advisor
|
|
Join Date: Mar 2005
Location: Dundee
Posts: 5,997
Thanks: 491
Thanked 1,930 Times in 1,256 Posts
|
|
Re: Damage to tank fire control systems
Quote:
Mustang said:
Mobhack or DRG, do you have anything to say?
|
Nothing to say, because this has already been covered before.
Why add screeds of micro-detailed damage code, for some pseudo-realism that would have no practical efect on the game itself?.
It is the sort of LOD you would perhaps want on a tactical level game such as the "Close Combat" series, where you have 3-4 tanks and 30-40 men modelled as individuals.
It is irrelevant at the company/batallion scale of WinSPMBT, which basically uses the US Army criteria of Kill, firepower kill, and mobility kill.
Cheers
Andy
|

April 2nd, 2006, 11:25 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Mar 2005
Location: GWN
Posts: 12,678
Thanks: 4,113
Thanked 5,900 Times in 2,905 Posts
|
|
Re: Damage to tank fire control systems
.......or we could simply add code that puts 99 surpression on the tank when it finds itself with damaged RF and FC and it immediately heads for it's map edge and retires from the battle becasue that's what would happen during a real battle when a tank crew finds it cannot see or properly fire it's main armament. Removing the main gun to represent the fire control systems knocked out is a perfectly acceptable way of representing these event at this scale of combat.
Don
|

April 3rd, 2006, 10:02 AM
|
BANNED USER
|
|
Join Date: Jan 2006
Posts: 354
Thanks: 351
Thanked 14 Times in 14 Posts
|
|
Re: Damage to tank fire control systems
Well, the main armament knockout rate should be increased, because I know that in WWII, for example, artillery HE would often knock out tank FC systems. This is really an important part of a battle, even at batallion level, and it isn't represented enough. But you're right about just disabling the main gun, even if the modern tanks would realistically have a backup FC system.
And I don't see how it's micro-detailed. Creating a 10% chance that a tank's FC rating will be halved when its hit would take up maybe a few lines of code. But I'm not complaining, increasing the main armament disable rate be good enough also.
|

April 26th, 2006, 06:22 PM
|
 |
Private
|
|
Join Date: Jan 2006
Posts: 23
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Damage to tank fire control systems
Hi. Not to get into when the tank slides off a narrow raised road surface and spikes their main gun in the dirt, effectively killing said tank...or the poorly maintained recoil mechanism failing, resulting in a wrecked turret upon firing the first round (yes these things do happen)...
While the Army's criteria of kills may satisfy their requirements, realism suffers in that partial kills like suspension hits that degrade performance or the above mentioned FC/RF damage are either glossed over or become outright kills. Another feature (perhaps mercifully) not represented includes overrunning infantry with tracked vehicles. The designers had to draw a line on how much realism to add before it either impacted game play or overburdened the code. I feel they've done a good job at it.
Basileus
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|