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  #201  
Old July 7th, 2009, 04:07 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Actually what I was thinking was uncrewed helos on a runway and having to run the crews from a flight ops building to the helos before they can be used.

Also you could do a scenario where you had to recover a downed helo - happened a "few" times in Nam.
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  #202  
Old July 15th, 2009, 03:33 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Hey Suhiir,

So I got it completely wrong.

I get the idea now, it could be intersting for rescue missions, though you can simulate a helo to be rescued by setting its move ability to 0 and reduce weight so it can be carried away. Mind you, a helo with 0 speed will still attempt "evasive maneuvers" when targeted, don't ask me how exactly.

I ran a couple of experiments, and helicopters and crew bailout don't mix well:

-Hitting @ with a helo selected lands it, no more move for the turn, no crew coming out, it is ready to go next turn as if it was landed as usual.

-Tried to airdrop helos to force crew bailout, doesn't work. The helo lands apparently like an infantry unit ('unit lands' message, no damage as far as I have seen) and is then fit to go immediately. For some reason the altitude check goes away after landing, but it doesn't prevent the helo from moving, apparently with its original move class.
Again, you will have to edit the helo weight in the scenario editor with 'D' to try this.

If someone gets different results please reply, but for now if you want to be able to uncrew helos, something needs to be modified in the game.

Come to think of it, there are a couple of additions I think would be interesting in this regard:

-The ability to bail out crews during deploy phase of scenarios.

-And optionally the ability ot destroy abandoned vehicles so they cannot be reoccupied.
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  #203  
Old July 15th, 2009, 04:41 PM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Quote:
And optionally the ability ot destroy abandoned vehicles so they cannot be reoccupied
Just end your turn with a foot unit in the hex & it will destroy it.
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  #204  
Old July 31st, 2009, 08:20 AM

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

Just a lazy thought... Vehicle toughnes... Would it be possible to work like inf. toughness? IOW not by multiplying the armor values, but by making the tank more likely to survive hits, producing say more "no effect" or minor damage /*, immobilisations etc) instead of outright kills?
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  #205  
Old August 1st, 2009, 12:13 AM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

The problem is, survivabilty, which is the factor that would be used for what you suggest, is very limited. You have zero to Six and that's it without really starting to tear into the bedrock of the game

Don
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  #206  
Old August 1st, 2009, 12:21 AM

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

Yep, I know, and IIRC either you and Andy wrote some time back the dice roll generators are fairly limited as well... Well, was just an idea. Will crawl back under my stone to the map I am working on
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  #207  
Old August 10th, 2009, 10:26 AM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

It is necessary to add in " Map extended editor " hot keys.
First of all for " Fill Area with Current terrain ".
Would be very conveniently, easily and to do quickly Map.


Perhaps, to reduce the basic screen.
And sideways or above the basic screen to place all buttons
(it is not so convenient to use button " Go to the next editor button page ").
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  #208  
Old August 20th, 2009, 06:20 AM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

This would be a nice feature (IMHO):
- enable to print on file the combat results (like spwaw).

bye
cd
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  #209  
Old August 20th, 2009, 07:05 AM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

If you need it for some reason can just take a screen shot.
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  #210  
Old August 20th, 2009, 11:42 AM
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Default Re: Ideas how to improve WinSP MBT/WW2 !

Quote:
Originally Posted by Imp View Post
If you need it for some reason can just take a screen shot.
In a screenshot you get only one result.
With in a file you will get ALL results in a given turn (IIRC): very useful, I guess (but I don't know how difficolt will be implement this feature).
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