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January 8th, 2009, 12:13 PM
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Captain
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Re: Naval Gun on Land Map
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Originally Posted by Listy
I wonder if we can still chuck Ammo Dumps and such out the back of a Herc, as a Ghetto bomber (sorry been playing Supreme Commander too much recently).
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I think this further creates the need for a special "bomb" unit for this work. Its already been pretty inconstant with crewed ammo carriers, but now the unit would just be immobilized rather than being potentially damaged.
Do the immobilized vehicles take damage on landing without their crew? Or is it just crew casualties that affect immediate effectiveness after drop?
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January 8th, 2009, 08:10 PM
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National Security Advisor
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Re: Naval Gun on Land Map
Quote:
Originally Posted by thatguy96
Quote:
Originally Posted by Listy
I wonder if we can still chuck Ammo Dumps and such out the back of a Herc, as a Ghetto bomber (sorry been playing Supreme Commander too much recently).
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I think this further creates the need for a special "bomb" unit for this work. Its already been pretty inconstant with crewed ammo carriers, but now the unit would just be immobilized rather than being potentially damaged.
Do the immobilized vehicles take damage on landing without their crew? Or is it just crew casualties that affect immediate effectiveness after drop?
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Why not actually read my post above?
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Vehicle can have a destroyed, or track damage result all on its own, so even if the crew survives then it may be dead or an immobile pillbox.
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Vehicle can be destroyed all on its own. Destroyed ammo vehicles should do their usual thing, but if it stops silly things like parachuted ammo containers being used as impromptu bombs, then I am not in the slightest bit worried. (There is a level bomber class to dump explosives with).
Andy
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January 9th, 2009, 01:36 PM
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Captain
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Re: Naval Gun on Land Map
Quote:
Originally Posted by Mobhack
Why not actually read my post above?
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Umm...likewise?
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Do the immobilized vehicles take damage on landing without their crew? Or is it just crew casualties that affect immediate effectiveness after drop?
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So vehicles can either be immobilized or destroyed, this was clear, and pretty much always been the case even before the split drop IIRC. My question was effectively, are 100%, destroyed, or immobilized the only status options for a vehicle on drop? Do they take damage (including weapon knock outs) without being immobilized or is this linked to the number of crew that survive landing. I don't think this was the case in the past, but I was curious since there had been this other fiddling around with how vehicle drops work.
I guess I can pretty much answer that question for myself (and I'm pretty sure now I'm remembering things wrong, but I haven't dropped a vehicle in a game in a long time), since to achieve the destruction or immobilization the vehicle has to take some damage, so the drop likely increases the probability of one of these events rather than minor damage. Those instances are likely quite rare. Does the drop potentially knock out weapons though? I would assume so.
As to the specialized "bomb" unit with crew set to 0 (which registers as destroyed), it should still allow for converting ammo carrier units into improvised bombs for those of us who wish to do so. Even before the split the detonation without this was inconsistent at best, which I've already noted. The split should have no effect on such purpose built units, and no effect on the previous inconsistency when using crewed ammo carrier units to try and achieve this.
Last edited by thatguy96; January 9th, 2009 at 01:46 PM..
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January 9th, 2009, 02:41 PM
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Shrapnel Fanatic
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Re: Naval Gun on Land Map
Quote:
Originally Posted by thatguy96
So vehicles can either be immobilized or destroyed, this was clear, and pretty much always been the case even before the split drop IIRC. My question was effectively, are 100%, destroyed, or immobilized the only status options for a vehicle on drop? Do they take damage (including weapon knock outs) without being immobilized or is this linked to the number of crew that survive landing. I don't think this was the case in the past, but I was curious since there had been this other fiddling around with how vehicle drops work.
I guess I can pretty much answer that question for myself (and I'm pretty sure now I'm remembering things wrong, but I haven't dropped a vehicle in a game in a long time), since to achieve the destruction or immobilization the vehicle has to take some damage, so the drop likely increases the probability of one of these events rather than minor damage. Those instances are likely quite rare. Does the drop potentially knock out weapons though? I would assume so.
As to the specialized "bomb" unit with crew set to 0 (which registers as destroyed), it should still allow for converting ammo carrier units into improvised bombs for those of us who wish to do so. Even before the split the detonation without this was inconsistent at best, which I've already noted. The split should have no effect on such purpose built units, and no effect on the previous inconsistency when using crewed ammo carrier units to try and achieve this.
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It appears we could answer these questions all day and still generate more questions so in the spirt of " seeing is believing and understanding" what I would suggest is this:
WW2 has the same code already applied to it that MBT will have when the next patch for it is released in a few months. The simple way to find out how this will work in MBT is to create an air transport in WW2 equivalent to the type of air transports in MBT that would be capable of droping vehicles and some test vehicles in say.... the BLUE OOB.... then proceded to drop them on a map full of hostile forces and watch what happens when they land
Simple.... no ?
It seems much simpler than going over and over the same thing in "hypotheticals"
Don
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January 9th, 2009, 04:12 PM
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Captain
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Re: Naval Gun on Land Map
Quote:
Originally Posted by DRG
Simple.... no ?
It seems much simpler than going over and over the same thing in "hypotheticals"
Don
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Simpler to ask questions of people when one is at work and these thoughts come to mind and where one doesn't have access to the game. I figure its easier to ask people who wrote the code what the answer to a yes or no question is than to run a number of tests to determine the results for myself. I will go run the tests myself.
I would also like to add that I would much rather be ignored than talked down to. If you don't want to answer what you see as inane questions that could be more easily answered by user tests or read somewhere in the manual then just don't say anything. Most of the questions I've asked have been couched in an understanding that the game engine isn't capable of all things, and that it is a game and certain decisions need to be made (or forced because of the game engine). When I've been wrong about my assertions I've admitted it quickly (at least in my mind). And so the logical answer to all this is that if I don't like it, I know where I can go. And I will. I will no longer pollute the discourse here with questions, or anything else for that matter. I will continue to play an amazing game I thank you both for bringing to an updated platform and for putting so much effort into constantly improving. I will even thank you for taking our concerns, questions, ideas, and suggestions into consideration. I'm am just fed up with being chided on an internet forum over really little things. And I don't have to. I have no doubt that each future version will incorporate new and seriously improved features such as the para drop code.
Last edited by thatguy96; January 9th, 2009 at 04:33 PM..
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