Improvement suggestions - Printable Version +- Forums (https://www.theblitz.club/message_boards) +-- Forum: The Firing Line (https://www.theblitz.club/message_boards/forumdisplay.php?fid=1) +--- Forum: Black Powder & Cold Steel (https://www.theblitz.club/message_boards/forumdisplay.php?fid=163) +--- Thread: Improvement suggestions (/showthread.php?tid=73819) Pages:
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RE: Improvement suggestions - neonlicht - 11-28-2020 (11-28-2020, 07:36 AM)_72z Wrote: I don't agree that 2 and 6 are that straightforward, but agree that the effects Gary outlined are there --- it would apply everywhere on the map. Many thanks for this detailed reply--very useful info, and helps me gain an insight into this system. Appreciated. :-) RE: Improvement suggestions - neonlicht - 11-28-2020 (11-28-2020, 09:09 AM)Nortan Wrote: I have one additional question. Why did capture of guns and automated defensive fire ("one turn phased mode" from Civil War) not introduced in Napoleonic titles? Quite strange that such important and interesting mechanics (especially for PBEM) weren't added in NB titles for such a long time...Can guns be "spiked" in ACW? I've got a vague memory that--once upon a time--guns could be spiked in the NAP series, but I can't find any mention of spiking guns in the NAP docs. RE: Improvement suggestions - Nortan - 11-28-2020 (11-28-2020, 04:40 PM)neonlicht Wrote:(11-28-2020, 09:09 AM)Nortan Wrote: I have one additional question. Why did capture of guns and automated defensive fire ("one turn phased mode" from Civil War) not introduced in Napoleonic titles? Quite strange that such important and interesting mechanics (especially for PBEM) weren't added in NB titles for such a long time...Can guns be "spiked" in ACW? I've got a vague memory that--once upon a time--guns could be spiked in the NAP series, but I can't find any mention of spiking guns in the NAP docs. In ACW. spiked guns - its an option when player can spoil the guns that nobody can use or move them, but after initial capture of battery. I mean: when "cannons capture" will be added in Napoleonics as in the Seven Years War or in the Civil War, with the possibility of using the enemy's cannons against him? At the moment, when the cannons are captured, they disappear from the map in NB. Yes, I myself sometimes noticed that the capture of guns is possible when you attack with the cavalry charge from the rear - then the battery is become "uncrewed". This means that such a mechanic is present. Why it was not offered in full force I do not understand ... RE: Improvement suggestions - TheGrayMouser - 12-13-2020 (11-28-2020, 08:41 PM)Nortan Wrote:(11-28-2020, 04:40 PM)neonlicht Wrote:(11-28-2020, 09:09 AM)Nortan Wrote: I have one additional question. Why did capture of guns and automated defensive fire ("one turn phased mode" from Civil War) not introduced in Napoleonic titles? Quite strange that such important and interesting mechanics (especially for PBEM) weren't added in NB titles for such a long time...Can guns be "spiked" in ACW? I've got a vague memory that--once upon a time--guns could be spiked in the NAP series, but I can't find any mention of spiking guns in the NAP docs. I'm not sure how often captured guns were used immediately in the Nap period. Capture and usage is an interesting feature for Ren and 7 YW, but it also has some real annoying things associated with it. The biggest is, EVERYTIME a unit of yours enters a hex with a captured artillery piece, a pop up window arrives ( which you must click on to continue the game) telling you you captured it... ( yeah I know, I know!!) This is extremely painful when the said capture is on a road hex at a bottleneck and you are trying to move sizable forces thru the area haha!. Anyway, like other have suggested, I would like to see at the least, fatuigue rates go up for artillery in the NAP engine, and a clever way for disruption to be possible ( although the problem with disprution is then they cant limber and or unlimber and it might not be historical to prevent artillery from skiddaddling when they need to) RE: Improvement suggestions - Mowgli - 04-10-2021 I think that a smoke system would be really interesting, immersive and beneficial for gameplay. Totally hypothetical ideas: 1) Every time an infantry unit or artillery unit fires, there is a chance that a smoke cloud is generated (in the hex of the firing unit. The likelihood depends on a scenario parameter (wind/weather on that day). 2) A single smoke cloud acts like a skirmisher unit. You can see through it but fire effectiveness is reduced. This should apply even if you fire at a unit positioned directly in the smoke hex. 3) If there are two (?) or more smoke clouds in a single hex, the smoke is thick enough to block line of sight (smoke terrain height?). When firing at adjacent enemy units the fire effectiveness is still reduced. 4) At the beginning of each turn, there is a chance for a smoke cloud to dissolve or travel 1 hex in the direction of the wind. Again, both of these are linked to scenario parameters. Admittedly, this system should be highly situational. In some scenarios, there is windy and clear weather, in others, there is no wind and the air is already humid. A smoke feature would strengthen melee oriented units like cavalry and weaken fire oriented units. But I think that this is not entirely unrealistic. Infantry could really get anxious about cavalry lurking around in the thick smoke. But most of all, a smoke would also make recon and intelligence harder once the battle is joined. This is something I'm missing in the current Napoleonic titles. Anything that makes recon harder is very welcome to me. As it is, the lack of information delay (enemy sightings are available for the player almost immediately, orders reach units immediately) hampers the immersion/simulation. RE: Improvement suggestions - neonlicht - 04-10-2021 Very interesting idea. As for me, I play these games solo against the AI, and so I started editing the Parameter Data files (PDTs) to gradually reduce visibility over the course of a day, in order to (sort of) simulate accumulating battlefield smoke & haze. Reducing visibility also means I have less info on the AI opponent and have to scout more. I think the games now ship with a PDF document explaining how the PDT file works and how to edit it. I tend to modify the PDT file so that I have 15-minute day turns and 30-minute night turns. I then add weather entries for each turn. I edit the visibility so that it gradually increases from Dawn to Noon, to a maximum of 20 hexes, and then gradually diminishes from Noon to Dusk. |