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  #1  
Old July 31st, 2006, 01:00 PM

harlikwin harlikwin is offline
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Default Re: Adding Body Armour to the Infantry Units

Well right, however I Will point out the "power armor" and the like currently exist and are not being fielded, yet. But in 10 years or for hypothetical future conflicts (game goes to 2020 right?) There are sort-of ways to model it at present, but in general they sorta suck.

So I think if there were any major improvement/rework to the game engine I would put this as a priority.
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  #2  
Old August 2nd, 2006, 03:02 PM

Irinami Irinami is offline
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Default Re: Adding Body Armour to the Infantry Units

Power-Armor: Turn off Breakdowns and make them tanks. Alternately, try infantry with armor ratings, not so sure if that would work though.
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  #3  
Old August 2nd, 2006, 05:34 PM

harlikwin harlikwin is offline
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Default Re: Adding Body Armour to the Infantry Units

You can't do the infantry with added armor. Messes up the game. What I was doing with my dirtside2 mod was using a fixed icon (#of men never changes) and just making each PA suit = 4-5 men so a full power squad would have like 20 guys, the rationale was it was like hitpoints. Not really a good abstraction, but the best I could think of.

At this point I don't recall if the motorbike thing worked or not, it might have been an earlier (dos) version that worked. Also you can just give them infantry movment so breakdowns/terrain won't be much of an issue (you can of course up the speed if you like or add water movment)

One of the alternative methods/approaches is obviously to treat each suit of PA as a vehicle (jeep etc) And have a few types you form into a 4-5unit squad. The problem with that is the huge amount of micromanagment.

That being said, the 2 perspecitves on it are, the vehicle method, which I think is great/fine for heavier "mecha" type armor (ala mechwarrior or whatever) since your number of units is relativel small and the units are presumably tank/apc equivalent. And for this approach SPMBT works fine. The problem comes in with the mini-power armor (whats currently being developed), wich will persumably use heavier weapons, move at higher speeds than heavily loaded conventional infantry and also carry much more balistic protection than conventional infantry. All of which except for the the protection aspect can be modeled currently.

Essentially all that I would like is some decent way to make one class of infantry more survivable versus others in game (new infantry class?). i.e. reduced effects from small arms fire or HE shells. Most of the rest of it is currently pretty simple, i.e. change speed/weapons.
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  #4  
Old August 4th, 2006, 04:45 AM
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Listy Listy is offline
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Default Re: Adding Body Armour to the Infantry Units

Heh.. Power armour fun again.

I used Motorbikes for mine and used the multiple "hit points" system you described first off. Then when I was working n ome Starship troopers MI I used a light scout helo as a single man.

There was another thing I worked out which would work better than the motorcycle version... It's just been so long ago I can't remember what it was.
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  #5  
Old August 4th, 2006, 06:15 PM

harlikwin harlikwin is offline
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Default Re: Adding Body Armour to the Infantry Units

I looked into my Dirtside mod this morning. I found that I was using armored motorbikes for PA. But I tried to run a scenario and i couldn't get it to run for some reason. I do recall the PA working at some point tho.

Did you make the 40k mod? Thats the one I was basing my stuff off of.

I can't imagine a scout helo working well at all.
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  #6  
Old August 4th, 2006, 08:22 PM
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Default Re: Adding Body Armour to the Infantry Units

Yeah the 40K mod was mine. However I need to re-work that quite heavily at some point.

Actualy for Cap troopers the helo works well.
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  #7  
Old August 8th, 2006, 07:55 PM

harlikwin harlikwin is offline
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Default Re: Adding Body Armour to the Infantry Units

So I'm curious as to the Cap trooper thing, how did you get them to not run away? Just armor them alot?
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