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  #81  
Old December 9th, 2007, 12:16 PM
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Default 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."

It's too much time consuming to fit in the game time scale.
This game is designed to deal with high intensity battles fought in a limited time span. Repairs are outside its scope. If game length was extended so that repairs were meaningful then you would have also to worry about the fuel consumption of several vehicles and various others issues.
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  #82  
Old December 9th, 2007, 12:45 PM

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Default Re: Ideas how to improve WinSP MBT/WW2 !

Quote:
KraMax said:
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.

You won't tow 50 ton immobilised beast from a building wreckage in 3 minutes = one turn
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  #83  
Old December 9th, 2007, 01:40 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

And I also did not speak that the tank of 50 tons to make for 3 minutes...
I spoke for example random numbers, for example from 3 turns to 7 turns... It turns out from 15 minutes till 45 minutes. Why is not present? The tank has only got stuck in impassable places, anything at it has not broken, it needs to be towed off. To it not a turret has taken down from a shell
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  #84  
Old December 9th, 2007, 01:48 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Guys, this has been talked about over and over and over.
Just as Marek said: you won't tow a 50-ton tank out of a ditch or fallen house in one turn's real-life equivalent, let alone move it to anywhere.

Of course one could hack the OOBs to come up with ARVs, and AFAIK that has been done now and then.
Why this is and apparently will remain a no-go for the official version goes as follows: (beside the time issue)

So you get your ARV with carry capacity 255 to tow away the heaviest tanks. With any luck you can use it to take away stuck AFVs, providing it doesn't get stuck itself and said AFV comes unstuck when you unload it (well duh, looks like the "immobilized" aka "speed=0" is written into the unit's data no matter what, but that remains to be checked).
Now, supposing all the above conditions are met and your ARV is functional, what on earth should prevent you from isung it as a super-battletaxi?
It is mobile, armored, and you can stuff it as full as a landing craft! You'll tell me, that's what player rules are for, but then you'd better make these ARVs designer-only access (e.g. modify tehn inside scenarios).
And if ever you put them in OOBs, make even more damn sure that they don't fall into IA hands, because the IA doesn't understand nothing to player rules.

This being said (or ranted...), there's this nice shiny and underused "tank transporter" class the IA isn't ever going to use, so if anyone here has OOB space and time to waste to try this out, lt us knoy if it works!
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  #85  
Old December 20th, 2007, 04:13 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

It is necessary to make screen/window size for notebook (1280x800, etc.).
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  #86  
Old December 20th, 2007, 05:33 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Quote:
Epoletov_SPR said:
It is necessary to make screen/window size for notebook (1280x800, etc.).
Use the CD version in windowed mode. Setting the window resolution to a size greater than the desktop resolution, and the window will use the desktop size, less the area allocated to the windows task bar (Which must be set to no auto-hide and be at the normal place on the bottom of the screen, and standard height). As already described in the "tuning your machine" section of the Game Guide.

Therefore, for a 1280 by 800 wide-screen laptop, select 1280 by 1024 (or even 1600!) and it will fill only the available desktop screen area. And it'll leave the task bar so you can see email notifications, the clock etc.

This is how several of our playtesters play on their laptops. (My IBM has a standard 1024 by 768 LCD so I cannot verify).

Cheers
Andy
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  #87  
Old December 21st, 2007, 07:21 AM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Quote:
PlasmaKrab said:
<snip>
This being said (or ranted...), there's this nice shiny and underused "tank transporter" class the IA isn't ever going to use, so if anyone here has OOB space and time to waste to try this out, lt us knoy if it works!
As a side note, I have used this sort of thing to simulate tanks on flat cars and specialized Polish tank carrying drasines for armoured trains in SPWW2. It works well but unloading is still a bit fast compared to reality even for the drasines.
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  #88  
Old January 20th, 2008, 08:12 AM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Two more ideas, one (#2) already was discussed for certain earlier.


1. To give tanks ability to destroy infantry in one with it hex (arrival vechicle on the soldier). Like Melee only the tank destroys infantry.


2. To accelerate the ending of fight when it is senseless for continuing.
Flags except for one are for example grasped all, 5/6 armies of the opponent are destroyed, and fight all boringly lasts.
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  #89  
Old January 25th, 2008, 07:09 AM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

I thought I might toss a couple of ideas.
1) A few "tall" buildings, which would enable any units in them to see farther in the urban landscape.
2) Some trick to make overpasses without having to use rivers and such.
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  #90  
Old January 25th, 2008, 08:32 PM

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Default Re: Ideas how to improve WinSP MBT/WW2 !

I�m not a fan of the overrun attack. I doubt it will hapen in real combat and even less when dealing with 50meter hexes.
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