02-18-2012, 08:58 PM,
(This post was last modified: 02-18-2012, 08:59 PM by von Manstein.)
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RE: Units Breakdown
I would prefer to have in the game posibility to see 'friendly' mine fields and most important: improved positions, bunkers ect. How I can plan retreat to the second defence line when I don't know where it is (engineers build trenches and send message: 'It's ready. Guess where' , or ask themself: Where the F... it was???).
Other thing is 'scroll to enemy action'. I would like to have it working during enemy indirect artylery fire. Especially when the barrage is in my LOS.
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02-19-2012, 02:59 AM,
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Scud
Mister Moderator
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Posts: 4,113
Joined: Feb 2008
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RE: Units Breakdown
(02-18-2012, 08:58 PM)von Manstein Wrote: I would prefer to have in the game posibility to see 'friendly' mine fields and most important: improved positions, bunkers ect...
I've never understood that either. What's the logic behind not knowing where your own mine fields are?
Dave
Resolve then, that on this very ground, with small flags waving and tinny blasts on tiny trumpets, we shall meet the enemy, and not only may he be ours, he may be us. --Walt Kelly
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02-19-2012, 05:46 AM,
(This post was last modified: 02-19-2012, 05:46 AM by Skryabin.)
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Skryabin
Warrant Officer
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Posts: 266
Joined: Jul 2009
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RE: Units Breakdown
(02-19-2012, 02:59 AM)Scud Wrote: (02-18-2012, 08:58 PM)von Manstein Wrote: I would prefer to have in the game posibility to see 'friendly' mine fields and most important: improved positions, bunkers ect... I've never understood that either. What's the logic behind not knowing where your own mine fields are?
Dave Come on guys, this is your responsibility to know where your oun minefields are.
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02-19-2012, 07:08 PM,
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RE: Units Breakdown
TOAW has the capability for breaking down / combining units. Given the engine operates on a variable scale, determined by scenario designer, it often makes sense for example breaking down your regiments into battalions, and assigning them for rear area duty when pushing forward. There's a penalty for that, I recall a split unit operates on 85% level in comparison to its actual strength. When units are again combined to original unit size, it then operates on 100% level. Additionally, there's a penalty for combined action if the units participating in the same action are from different organizations or army groups, what have you. It works really nicely.
With JTCS, imho of course, I really don't see any real need for this. Then again, in a world of infinite programming resources, it would be nice to be able to combine units in some cases, or split, in some cases.
It could be done in a way like at the moment in a team game towards the end of its 40 turns my platoons are pretty much shot into pieces. It would be nice to combine those pretty much useless SP1 and even SP2 squads into platoon sizes, to re-organise. That should be done with a penalty, so perhaps a combined platoon from the left overs of a company should operate on a 85% proficiency.
Splitting down / combining transports, that would be nice of course.
And finally,
(02-19-2012, 05:46 AM)Skryabin Wrote: Come on guys, this is your responsibility to know where your oun minefields are.
As they are often placed there by the scenario designer, there is no way to know where they are unless a unit has a line of sight to that field? Or does even that help? The same goes for friendly entrenchments forming a second line of defence. If you don't have a unit there in the beginning you do not spot them, right?
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02-19-2012, 07:47 PM,
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RE: Units Breakdown
The designers could provide a jpg of the battlefield from the scn editor with all friendly positions.
Huib
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02-19-2012, 07:47 PM,
(This post was last modified: 02-19-2012, 07:48 PM by von Manstein.)
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RE: Units Breakdown
(02-19-2012, 07:08 PM)Battle Kat Wrote: As they are often placed there by the scenario designer, there is no way to know where they are unless a unit has a line of sight to that field? Or does even that help? The same goes for friendly entrenchments forming a second line of defence. If you don't have a unit there in the beginning you do not spot them, right?
And that is the problem. I know where is some elevator or other 'special' building on the map but I don't know where are my defence lines. First one requires reconnaissance the second one not (in real life).
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02-19-2012, 09:49 PM,
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Skryabin
Warrant Officer
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Posts: 266
Joined: Jul 2009
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RE: Units Breakdown
(02-19-2012, 07:08 PM)Battle Kat Wrote: (02-19-2012, 05:46 AM)Skryabin Wrote: Come on guys, this is your responsibility to know where your oun minefields are. As they are often placed there by the scenario designer, there is no way to know where they are unless a unit has a line of sight to that field? Or does even that help? The same goes for friendly entrenchments forming a second line of defence. If you don't have a unit there in the beginning you do not spot them, right? Of course, I was just kidding, modeling "it's not a game problem" kind of answer. Realy liked your thoughts about reorganising 1SP & 2SP units into a full platoon, and about penalties.
BTW, to my taste I consider CS simply the best wargame as it is now. But it doesn't mean that it can not get better.
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02-19-2012, 11:21 PM,
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PawelM
Don't mention the war.... and the halftracks :)
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Posts: 377
Joined: Sep 2011
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RE: Units Breakdown
(02-19-2012, 07:08 PM)Battle Kat Wrote: It could be done in a way like at the moment in a team game towards the end of its 40 turns my platoons are pretty much shot into pieces. It would be nice to combine those pretty much useless SP1 and even SP2 squads into platoon....
This is a useful intel for allies confirming our advance is working . Thanks Petri :)
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02-19-2012, 11:40 PM,
(This post was last modified: 02-19-2012, 11:44 PM by Crossroads.)
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RE: Units Breakdown
Pawel, Just a bit of leaked information on your way again, to keep you coming into open. Then we can unleash our wonder weapons at you!
(02-19-2012, 09:49 PM)Skryabin Wrote: BTW, to my taste I consider CS simply the best wargame as it is now. But it doesn't mean that it can not get better.
+1
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