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August 18th, 2008, 04:13 PM
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Corporal
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Join Date: Jul 2008
Location: Russia, Saint-Petersburg
Posts: 76
Thanks: 6
Thanked 5 Times in 5 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
3. Tank transport - what's the use for these? I've never used them in a game. Is it possible to transport an immobilized tank this way?
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You can transport the tank with crew inside.
I remember, what disappointment when the empty tank could not be taken away from a battlefield by this machine was.
Well to correct this lack.
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August 18th, 2008, 04:51 PM
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Private
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Join Date: Aug 2008
Posts: 13
Thanks: 0
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Originally Posted by Marcello
"1. Engineer tanks/bulldozers - could it be made for these to be able to push destroyed vehicles from one hex to the next one? Many times a vehicle or a number of them get destroyed and block a road, for example. I've been reading here about limited time of the battle, but I don't mean this as a recovery operation, but rather as a real battle situation. So, for example, one tank gets destroyed, blocks a road, but behind him there is a dozer tank who just moves him over to the side. I believe even in real life this would take a short time to do."
You can, if you want, give an engineer tank enough carry capacity
to load another tank. Any other way to implement this would be impossible or too difficult to be worth it.
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Yeah, I understand that, but the thing with carry capacity wouldn't be possible for destroyed tanks, right? And I guess any other way would be too difficult... Too bad. Thanks for the answers.
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August 19th, 2008, 01:52 AM
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First Lieutenant
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Join Date: May 2007
Location: Ottawa, Canada
Posts: 733
Thanks: 74
Thanked 16 Times in 15 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
In regards to your removal of wreckage question, I believe it has been an issue of time frame and scope of the game. I'm sure if Engineering Vehicles were given to ability to move wrecks, next folks would want them to dig hull down positions etc.
Frankly in modern combat an ARV type vehicle would be an expensive and hard to replace asset to put into real harms way to open a road in the time frame our battles occur. These assets do that stuff later once the frontlines are far removed from the offending vehicle. I feel your pain brother! More than once has a bridge as a great example, had brewed up armour sitting on it slowing my race across to secure to other side. I've thought, " If only I could order someone to "push that junk off the bridge!" alla Col Hessler.
As for bridge layers, I do believe they could be cobbled together using barge carriers and barges, something which is in my long list of things to do. If I manage this I will post for sure. Again I believe the game scope has made it a non issue and besides if needed a bridge can be laid and regular stone bridge could double as such, MAYBE someone could add a bailey type bridge into the bridge types for building maps, that would make me happy. I have in the past used a rail bridge as a Bailey.
Tank Transporters, can be handy to move slow tanks to the battle area and move damaged ones to the rear. This might be useful especially in a campaign. Personally you’d need a large map and likely a scenario in the 40’s or 50’s to make these worthwhile because in a modern battlefield these would high value interdiction targets.
The other reason for their inclusion would be for scenario building. I suppose one could use this argument for the inclusion of bridge layers as well.
Man, I love this game!!!!
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August 19th, 2008, 01:11 PM
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Captain
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Join Date: Sep 2005
Location: Italy
Posts: 902
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Thanked 55 Times in 51 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
Quote:
Yeah, I understand that, but the thing with carry capacity wouldn't be possible for destroyed tanks, right? And I guess any other way would be too difficult... Too bad. Thanks for the answers.
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Reading again I relized that I confused "destroyed" for "immobilized". Immobilized vehicles can be removed by any unit with sufficient carry capacity.
Removing destroyed vehicles has not been discussed, not to the same extent as some other topics at any rate. I am not sure that a burning 60 tons wreck, with the ammo going off and perhaps blocked tracks due to the heat playing tricks with the automotive components is something that can be just casually pushed around but then I have never been there and done that. You might try to ask on tanknet and see what they tell you.
In regards to bridge layers there is for example a neat GSP ferry icon, n.3228, which looks quite like a pontoon bridge although it would have to be used as a ferry (which is exactly what it is in real life anyway). Here is a drawing:
http://www.fas.org/man/dod-101/army/...s/Image192.gif
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The Following User Says Thank You to Marcello For This Useful Post:
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August 19th, 2008, 03:02 AM
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Major
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Join Date: Jun 2005
Location: Kladno, Czech Republic
Posts: 1,176
Thanks: 12
Thanked 49 Times in 44 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
One solution that might be feasible code-wise may be that the "engineering" points (mines, dragon teeth, tranches, barbed wire) might get to be used for say building a wooden bridge in your deployment area.
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This post, as well as being an ambassador of death for the enemies of humanity, has a main message of peace and friendship.
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August 31st, 2008, 01:13 PM
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Major
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Join Date: Jun 2005
Location: Kladno, Czech Republic
Posts: 1,176
Thanks: 12
Thanked 49 Times in 44 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
Just an idle thought that occured to me when driving through our villages... What about changing wooden buildings a bit so that they can be partially transparent (visibility block similar to trees) and they may be carefully navigated with vehicles (say as when crossing the ford or stream) without being destroyed?
__________________
This post, as well as being an ambassador of death for the enemies of humanity, has a main message of peace and friendship.
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September 26th, 2008, 11:44 AM
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Corporal
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Join Date: Jul 2008
Location: Russia, Saint-Petersburg
Posts: 76
Thanks: 6
Thanked 5 Times in 5 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
Please make armies with dogs !
They should find out well the opponent nearby.
And also dogs-mines and so on.
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September 26th, 2008, 12:20 PM
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Corporal
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Join Date: Apr 2008
Posts: 112
Thanks: 1
Thanked 10 Times in 7 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
I'm sure Sgt. Cujo and his subordinates would be great at following orders. Or even understanding what the heck is going on around them.
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September 26th, 2008, 03:04 PM
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Major
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Join Date: Jun 2005
Location: Kladno, Czech Republic
Posts: 1,176
Thanks: 12
Thanked 49 Times in 44 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
You may try simulating doghandlers by adding scouts with +1 vision or something such.
__________________
This post, as well as being an ambassador of death for the enemies of humanity, has a main message of peace and friendship.
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October 5th, 2008, 05:23 PM
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Corporal
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Join Date: Jan 2007
Posts: 140
Thanks: 39
Thanked 27 Times in 25 Posts
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Re: Ideas how to improve WinSP MBT/WW2 !
Surely we already have suspension damage: i.e. mobility kills
damage point 1. You can also mobhack this if you so desire, see
WinSPWW2 scen 9th SS in Hungary. Or am I missing something ?
Regards, Warwick
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