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November 27th, 2012, 06:10 PM
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Corporal
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Join Date: Feb 2012
Posts: 51
Thanks: 9
Thanked 2 Times in 2 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
Would it be possible/hard to allow a negative value for units. It would be useful for scenario designers - eg mission being to kill the soldiers but not the civilians without having the AI enemy mow down the civilians they are hidden among.
Also, if/when a next release is done could I suggest a "civilian" unit be included (probably in red and/or green).
And a 3rd suggestion - when editing specific units would it be hard to allow the unit class to be changed - for example changing a barge to a SP artillery class so it can fire that 105 howitzer you just added as indirect artillery?
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November 27th, 2012, 06:28 PM
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Major
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Join Date: Jun 2005
Location: Crossville, TN
Posts: 1,189
Thanks: 21
Thanked 39 Times in 25 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by duff
Also, if/when a next release is done could I suggest a "civilian" unit be included (probably in red and/or green).
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The UN OOB already has civilians. I don't believe you will ever encounter them in generated campaigns against the UN but designers can add them into a scenario for any side using the "Allies" option in the editor.
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November 29th, 2012, 07:45 PM
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Sergeant
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Join Date: Mar 2007
Location: Saline, Michigan, USA
Posts: 259
Thanks: 209
Thanked 61 Times in 50 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
Tunnels!
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November 30th, 2012, 05:45 AM
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Sergeant
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Join Date: Jan 2010
Location: Espoo, Finland
Posts: 359
Thanks: 56
Thanked 136 Times in 104 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by Dion
Tunnels!
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I'd love the idea of tunnels (and have thought about how great it would to have them), but I don't believe it's doable.
What I would do instead in map editor is to make a 1 hex line bordered by higher ground impossible terrain wherever I need the tunnel. The down side naturally is that there's no protection from attacks from above.
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November 30th, 2012, 07:09 AM
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Second Lieutenant
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Join Date: Dec 2011
Posts: 595
Thanks: 162
Thanked 346 Times in 209 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
Why it isnt doable?
Just put a mountainous looking terrain with the name "tunnel", which is impervious to artillery and air attacks and more vulnerable to flame weapons. Units will still be visible to it.
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November 30th, 2012, 08:07 AM
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Sergeant
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Join Date: Jan 2010
Location: Espoo, Finland
Posts: 359
Thanks: 56
Thanked 136 Times in 104 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by Aeraaa
Why it isnt doable?
Just put a mountainous looking terrain with the name "tunnel", which is impervious to artillery and air attacks and more vulnerable to flame weapons. Units will still be visible to it.
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I'm a software developer, but not one for this game. Here's a list that comes to my mind:
1) Moving units should know whether they're on top of the tunnel or inside the tunnel. Can you move to hexes outside of the tunnel? How do you go in to the tunnel?
2) Spotting & visibility. How to prevent units in the tunnel from being shown? Is the tunnel a straight line?
3) Great number of changes in Map editor.
4) The concept of SPMBT is "2.5-D", that is that there's the height information but no "depth". It's just a two-dimensional surface with some rules. So a lot of things will be affected.
It just looks too big a change to do.
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November 30th, 2012, 08:53 AM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 6,004
Thanks: 496
Thanked 1,943 Times in 1,262 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by dmnt
Quote:
Originally Posted by Aeraaa
Why it isnt doable?
Just put a mountainous looking terrain with the name "tunnel", which is impervious to artillery and air attacks and more vulnerable to flame weapons. Units will still be visible to it.
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I'm a software developer, but not one for this game. Here's a list that comes to my mind:
1) Moving units should know whether they're on top of the tunnel or inside the tunnel. Can you move to hexes outside of the tunnel? How do you go in to the tunnel?
2) Spotting & visibility. How to prevent units in the tunnel from being shown? Is the tunnel a straight line?
3) Great number of changes in Map editor.
4) The concept of SPMBT is "2.5-D", that is that there's the height information but no "depth". It's just a two-dimensional surface with some rules. So a lot of things will be affected.
It just looks too big a change to do.
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That's pretty much it.
Andy
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November 30th, 2012, 07:45 PM
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Sergeant
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Join Date: Mar 2007
Location: Saline, Michigan, USA
Posts: 259
Thanks: 209
Thanked 61 Times in 50 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
One easy solution in regards to tunnels, would to simply make another unit type, like bunkers, but connected with a capacity limit. I'm thinking about the cave and tunnel complexes that the Japanese used in the Pacific theater. Think about all the fortfication zones used throughout the world. I would think it's a very common aspect of warfare.
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December 1st, 2012, 12:37 PM
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Second Lieutenant
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Join Date: Dec 2011
Posts: 595
Thanks: 162
Thanked 346 Times in 209 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
There are caves in the game (and spider holes and hiding pits etc...), but I dont remember if they can house other units inside them.
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December 1st, 2012, 03:31 PM
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Sergeant
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Join Date: Jan 2010
Location: Espoo, Finland
Posts: 359
Thanks: 56
Thanked 136 Times in 104 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by Aeraaa
There are caves in the game (and spider holes and hiding pits etc...), but I dont remember if they can house other units inside them.
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See North Korea's Cave units:
Class fortifications, armour = 99 except for front.
Finland has units which are of the class fortification and have a carry capacity > 100, i.e. can hold towed guns and their crew.
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