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Clearing rubble problems and bug.
08-23-2022, 05:18 AM,
#12
RE: Clearing rubble problems and bug.
(08-23-2022, 04:04 AM)jonnymacbrown Wrote:
(08-20-2022, 01:41 PM)Ricky B Wrote: And by the way, I cleared a few rubble hexes in Kiev, right inside the city where having the roads clear were important. They took around a day - although in Bulge years ago, I tried to clear a critical rubble hex on the initial front lines and never succeeded - back then I wondered if it worked at all - it does now but no idea about back then. Or quality adjustments may be poorly handled and reduce it to a rounded down 0 and so never happens for bad engineers???
Hey Ricky B! Why do you think this can't be fixed? I've lived in central European villages. You can bombard for a week and there won't be that much rubble; there aren't any big buildings. Even for a town we're talking about clearing a path. It's been this way for c. 20 years now. Isn't there somebody to take the lead on fixing this: making the task a reasonable chore for any engineer unit?  jonny  Propeller Hat

Hmm did I saw I didn't think it can't be fixed? Or are you just asking? I don't think it has been prioritized, or anyone that has provided a full spec for changes - although I think you have done that here a bit - just rubble city/industrial hexes, maybe? Definitely a lot of room for change here, but it would need prioritized by WDS.

I will say, playing devil's advocate Devil Devil Devil , based on just general traffic on the roads where I live, the slightest disruption in the flow of traffic results in major traffic jams where it can take an hour to travel a few miles, which could represent a narrowing of a road through a small village. But I would say even that is pretty limited in time to clean up further.
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Messages In This Thread
RE: Clearing rubble problems and bug. - by Bigwig - 08-20-2022, 01:05 AM
RE: Clearing rubble problems and bug. - by Ricky B - 08-23-2022, 05:18 AM

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