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November 13th, 2007, 02:05 PM
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Corporal
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Join Date: Jan 2007
Location: Saint-Petersburg -- Russia
Posts: 149
Thanks: 0
Thanked 2 Times in 2 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
Probably I was mistaken about SAM "Patriot", but not about other modern SAM.
We have a reserve officer of air defence, it speaks that SAM "Patriot" shoots one rocket on one target.
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November 14th, 2007, 09:50 AM
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Corporal
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Join Date: Oct 2006
Posts: 178
Thanks: 6
Thanked 3 Times in 3 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
Marek_Tucan,
this is slightly off topic but a problem that always bothered me... I saw that you posted above that the problem of nations always using the same side of the map in specific country pairings can be circumvented by using the allied puchase option...
Sounds good - however, I guess that means the experience + morale ratings of the 'master' nation apply to the allied nation as well - therefore, a good solution, I never thought of it - as long as you consider to manually adjust these ratings appropriately. But in the preferences options, this is - as I understand it - summarized under the option 'troop quality' and cannot be adjusted individually - am I right?
Other downsides, I guess, would be that the leader names don't change, etc.
__________________
'Qui desiderat pacem, bellum praeparat' - Flavius Vegetius Renatus (~400 AD), in the preface to 'De re militari'
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November 14th, 2007, 11:43 AM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,957
Thanks: 465
Thanked 1,899 Times in 1,237 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
The side of the map does not matter in the slightest really as there is no indication of North on the maps at all. There are 4 directions - top, left, right, and bottom. Where north is, you can decide for yourself (some scenario designers have indicated it with a text marker, for example).
Therefore, one side is set up along one edge, and the other on the opposite. Just like a tabletop wargame - you have your side of the table and your opponent the other.
As to Allied forces - please read up on the use of the "Captured" option in the game help. Try a purchase using both allied and captured (With ID tags on to help the experiment) and examine the leader names and ratings.
Cheers
Andy
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November 20th, 2007, 05:14 PM
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Corporal
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Join Date: Jan 2007
Location: Saint-Petersburg -- Russia
Posts: 149
Thanks: 0
Thanked 2 Times in 2 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
It is necessary to increase quantity of letters in a line of the name units.
Now often there is no place for a writing of the full name units.
For example, Mi-28N " Night Hunter " (the name of the Russian manufacturer new attack the helicopter).
It is necessary not only Russian, and all.
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It is desirable that machine guns in section shot on greater range, as at realities (now range MG in infantry section = 12 hex).
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November 20th, 2007, 05:46 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
Posts: 5,957
Thanks: 465
Thanked 1,899 Times in 1,237 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
Longer unit or weapon names will not happen. Legacy game code limitation.
Andy
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November 20th, 2007, 07:01 PM
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Sergeant
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Join Date: Nov 2005
Posts: 303
Thanks: 0
Thanked 2 Times in 2 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Epoletov_SPR said:
It is desirable that machine guns in section shot on greater range, as at realities (now range MG in infantry section = 12 hex).
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I disagree. 12 hexes is 600meters in real life. 600meters is a long range for open sights in non-tripod mounted weapons. Our PKM SAW seldom shot over 500meters with any accuracy at normal, half upper torso sized targets. With rifles, under simulated combat, so no soft cushions and clear lines of fire, it was very difficult to shoot with any accuracy past 300meters. So I think 400m for rifles and 600m for SAWs is the upper limit of effective fire.
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November 21st, 2007, 05:28 AM
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Sergeant
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Join Date: Jun 2005
Location: The Land of the Sabbath and of the Priest
Posts: 242
Thanks: 35
Thanked 11 Times in 10 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
RecruitMonty said:
One of the most attractive features of a game like this are the weapon sounds, the more realistic and varied the better.
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I agree.
Don/Andy - it's not like it's as important as the icing on the cake - nor even the cherry on top of the icing on top of the cake. But I do find that sounds add to the "ambience" of the game.
If it could easily be done (and I know I'm not the one doing the work so it's easy for me to say) I would welcome it.
Trivial, I know........
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December 9th, 2007, 10:24 AM
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Corporal
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Join Date: Jan 2007
Location: Saint-Petersburg -- Russia
Posts: 149
Thanks: 0
Thanked 2 Times in 2 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
Immobilized Tank in Mud, in the house, etc.
To make rescue of the got stuck machines.
For example other tank or Engineer vechile could make it.
It only idea.
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December 9th, 2007, 10:42 AM
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Captain
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Join Date: Sep 2005
Location: Italy
Posts: 902
Thanks: 0
Thanked 55 Times in 51 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
"Immobilized Tank in Mud, in the house, etc.
To make rescue of the got stuck machines.
For example other tank or Engineer vechile could make it.
it only idea."
This can be done by inputting a 2XX value in the carry capacity parameter of said vehicle. I have already done it and it does work: you can load tanks stuck in collapsed building etc. and carry them away. The problem is that it works too fast compared to most real world situations.
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December 9th, 2007, 11:35 AM
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Sergeant
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Join Date: Feb 2007
Location: Kazakstan
Posts: 305
Thanks: 0
Thanked 5 Times in 5 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
To take out the tank from a battlefield not a problem.
The idea consists in that the tank after repair could continue to be at war.
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