Quote:
Originally Posted by Kiwikkiwik
Yes, I am aware of varying sources, You might be amazed to hear this, but I am actually not posting some of the stuff I find as Yes I agree some of it doesn't make a lot of difference and I know I am an annoyance. But I gave the 1 hex or so differences here as several of the units mentioned are not the same in different OOBs and those numbers I supplied might be relevant if you wanted to make them the same accross OOBs.
I suggested rounding down because it makes units a bit slower so it sort of gives more shots at them for a given distance so moving the ROF/distance discrepancy a little bit in the right direction.
But I can't help but point out that you can virtually eliminate the ROF/movement discrepancy by making the hexes 25m size.
This doubles the number of shots any unit has against a travelling target for a given distance, but the number of shots for the shooter remains the same -per turn-
To make the map hexes 25m pretty much -all- you need to do is double all the ranges. Everything else can be left pretty much the same and the game plays just fine.
The game turns would be half the length they were and ROF is effectively doubled. So now game ROF is much closer to real values.
The units themselves are now much better matched to the map scale.
The game plays exactly the same mechanically. If a sniper gets about 3 hits at 3 hexes he will now get three hits at 6 hexes. I've doubled all the ranges in Mobhack to test and I can guarantee the game plays and feels way better. Besides the work involved its an absolute winner. Of course I'm willing to do any hack work that might be required.
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I would say NO! That would require every weapon, every unit, every scenario to be redone. And I believe there is a code limit of 255 to weapon range.
troopie