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  #1  
Old April 22nd, 2008, 10:42 PM

AbshireJW AbshireJW is offline
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Default Chemical Weapons

Im not sure if this has been asked or addressed, but I was playing some Iran-Iraq war scenarios with some friends and I really thought something was missing...Mustard Gas. I know it might be a bit weird to ask, but is it possible to impliment Chemical Weapons in the game? I was thinking it could be like smoke rounds, only the smoke lingers pretty much the entire game and it kills units using a random percentile based on units having gas masks and some units not. Maybe it could be coded that the Smoke produce casulites like mines do in the game...I am new to the game and dont know much about the limits...any suggestions or ideas?

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  #2  
Old April 22nd, 2008, 11:41 PM
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Default Re: Chemical Weapons

CW would not fit here due to the nature of it being an area effect weapon. In game terms it would make for short games.

I'm also almost postive the game engine wouldn't allow for it.

Now if you want to simlulate CW, come up with agreed apon rules between yourselves. All smoke from a certain arty unit(s) is CW and all units within X meters is effected if no NBC protection is available. BAIL CREWS Surrender etc to put them out of action. Do a little research as to how different CW effects ground and troops etc. Persistent Agents can make large areas unusable for long periods in game terms, for example.
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Old April 23rd, 2008, 10:11 AM

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Default Re: Chemical Weapons

I am actually very up to date on Chemical and Bio weapons, my best friend is the NBC NCO in my Guard unit that Im about to join, and he knows all...ha.

I guess It was worth a shot about Chemical Weapons in the game...but I will still give it a shot with some coding and see what I can do, thanks!
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Old April 23rd, 2008, 09:03 PM
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Default Re: Chemical Weapons

Hope you didn't take my answer the wrong way. You guys would have a leg up making some agreed upon rules to put some CW into play.

If you do come up with something I would interested in the nuts and bolts of it and how the scenario went.

As with all NBCW this stuff gives me the willies. NBCD Suits really take what little fun there is in warfare out!! Which is really a good thing.
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  #5  
Old April 24th, 2008, 11:33 AM

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Default Re: Chemical Weapons

Yea Ive heard of guys in the 1st Gulf War in full MOPP IV gear for 48 hours, nothing says good time like peeing and pooping in your suit for 2 days...although since you cant eat you are ok, but you can drink water.

I personally have been in the suits for only a day or so, and Ive worn the full MOPP only a couple times for a few hours...NBC warfare sucks...but it is part of war, espically the Iran-Iraq war.
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Old April 24th, 2008, 10:50 PM
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Default Re: Chemical Weapons

I was an NBC tech (5711) while I was in and to be honest I'm not sure modeling it in the game would be worthwhile.
Against nations with little/no NBC gear it'd just be "they're dead, game over".
Against nations with a good NBC capability it's more of a major nuisance then really dangerous.
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Old April 25th, 2008, 03:46 AM
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Default Re: Chemical Weapons

I think that in the latter case one could modify the various "searching", "rout/rally" options to simulate that.
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Old April 25th, 2008, 11:02 AM
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Default Re: Chemical Weapons

And next we're modeling nuke weapons... ;-)
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Old April 25th, 2008, 12:03 PM
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Default Re: Chemical Weapons

I seem to recall that someone made a chem weapon mod for SP. I think the code is up to it, because you just have a green smoke hex where men take damage/supression in the same way as you currently can for being in a burning hex.

Maybe it was those guys who were working on the WWI mod.
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  #10  
Old April 25th, 2008, 12:04 PM

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Default Re: Chemical Weapons

Quote:
Pats said:
And next we're modeling nuke weapons... ;-)
Also been attempted. I forget by whom, but this was brought up recently too. They found the ability to generate suitable effects lacking.
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