(09-26-2011, 12:39 AM)Jason Petho Wrote: Sections 5.18.1 and 21.7 of the 1.03 Manual explain the use and intended design use of the Bridging Engineer.
Jason Petho
21.7 Bridging Engineers
Design considerations for training:These units are capable of building medium bridges across a stream or minor river hexside.
These ARE NOT combat units but have some defence, so
you will have to secure the area they intend to operate prior
to sending them to the frontline. Scenario design considerations:
These are specialist units and should be used in very limited quantities.
5.18.1 Building Bridges
An Undisrupted, unfatigued, fully-supplied Engineer unit may attempt to build a light bridge across a hexside gully, stream, or minor river. An Engineer unit capable of damaging walls and bridges can blow up the newly created bridge
(see 5.19)
An Undisrupted, unfatigued fully-supplied regular Engineer
unit may attempt to build a light bridge (a footbridge) across
a hexside stream or river with a 20% chance of success.
The procedure is similar to that used for damaging walls
or blowing up bridges. In the unit menu, select Build Light
Bridge, select the direction for the bridging attempt, and
press Enter. The bridging attempt will have a 20% chance
of success. If successful, the Engineer unit will assume an out-of-ammo status and remain so until resupplied. The attempt costs 100 Action Points. The whole process assumes that the unit is
attempting to construct a light foot bridge using locally-obtained materials. An Undisrupted, unfatigued fully-supplied bridging Engineer unit may attempt to build a vehicle
bridge across a hexside stream or river with a 20% chance of success. The procedure is similar to that used for damaging walls or blowing up bridges. In the unit menu, select Lay Vehicle Bridge,
select the direction for the bridging attempt, and press Enter. If a vehicle bridge unit, or light modern MTU or AVLB is making the attempt, there is a 60% chance of success. If successful, the
Engineer unit will assume a low on ammo status and remain so for the remainder of the scenario.
The whole process assumes that the unit is attempting to construct a medium vehicle bridge using specialized materials that the unit has with it. This means that a bridging Engineer platoon may
only build one medium bridge during the course of a scenario!
Bridging Engineer units are specialists. They can only build medium vehicle bridges. They many not build light foot bridges, clear mines/obstacles, or blow up/damage walls or bridges. Any Engineer constructed bridge can be destroyed by any Engineer unit capable of blowing up bridges. The process is identical to that used to blow up regular bridges.
Sigh... here we go again with "none answers?" I get so tired of it!
Jason - the above referenced sections tell me that building engineers are capable of building medium bridges across a stream or minor river hexside. It than explains the bridging procedure.
I believe most players know that information already?
But what you leave out of your reply is much more significant?
Here are my questions:
1. What is the Matrix developers' reasoning behind the introduction of bridging engineers... and how you (they?) justify that the time scale for building medium bridges is not based on either historical data or even reality?
2. Is the bridging mod a game test mod that players will be able to vote on whether to keep or discard in future patch updates?
(09-26-2011, 12:40 AM)von Manstein Wrote: Why not let designers make their scenario in time scale what they want to? Just mark those scenario as 'no 6min time scale' and if you don't like it just don't play it but let other players have fun.
Maybe because we are playing a tactical WWII game system with the following scale (1 player turn = 6 minutes and each hex represents 250 meters)?
We are not playing a fantasy game with Orcs and Unicorns and 2 weeks for each turn?
But hey... if a designer wants to create a CS scenario that simulates an entire WWII theatre with each platoon representing a division and each turn = 1 month - go for it? Nobody is preventing it?
But, maybe... just maybe... we should demand that the developers behind the CS game system NOT create "special" units to enable a fantasy environment?
And when those "special" units are created... maybe we as CS players should be able to engage in honest and open dialogue with the Matrix developers on the justification behind the units?
And if Matrix values CS player input... and enough players voice their reasoning and justification... maybe open minds will prevail... and some decisions will be rethought... and maybe changed... for the better?
Just a thought.
Regards, Mike / "A good plan violently executed now is better than a perfect plan executed next week." - George S. Patton /