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hellfish

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Posts posted by hellfish

  1. The camo pattern is Crye Multicam. It was one of the contenders that lost out to the ACU. IMHO it's much more effective, its a true all-purpose camo (unlike the grey ACUs) but it is more expensive than the ACU, which is why it eventually lost. Most of the FCS propaganda so far has shown Multicam wearing troops instead of ACUs.

    I really hope the Army goes with multicam. Everything I've heard and read says its a superior camo pattern and a superior uniform (i.e. doesn't rip or tear as easily as the ACU).

  2. Originally posted by Nicdain:

    </font><blockquote>quote:</font><hr /> U.S. Army Soldiers from Alpha Company, 5th Battalion, 20th Infantry Regiment

    Just for curiosity and forgive my ignorance: the soldier on the background seems to have a 101 airborne division screaming eagle patch on his arm. :confused:

    Are soldiers allowed to stick patches of other divisions? </font>

  3. It's not long before we come to a trench that has been ripped across all four lanes of the highway. A Stryker armored vehicle was hit there, with an estimated 2,000-3,000 pounds of explosives.

    Miraculously no one in the armored vehicle was seriously injured. But the road is still so damaged that even after repairs, a large convoy truck would have to crawl over it at 2 or 3 miles an hour — perfect for an ambush. We stop as a radio command comes in.

    http://www.npr.org/templates/story/story.php?storyId=7027614&ft=1&f=1001

    Wow! Sounds like it was a culvert IED, which would explain the trench effect of the blast and why anything could survive 2000lbs of explosives, as most of the force would be expelled out the culvert openings instead of into the vehicle. But still...

  4. Originally posted by pad152:

    Looking at the screen shots I see time remaining?

    Timed Missions? Yuck, the only thing worst than timed missions are timed missions in an RTS game! :(

    I really hope this is something the player can turn-off (optional) during the start of a battle!

    How is it different fron seeing the number of turns left in a CMBO/BB/AK game? You're on turn 15 of a 20 turn game. Guess how many minutes are left in the mission? :rolleyes:
  5. Originally posted by Battlefront.com:

    6. Stryker's gun has been able to rotate for about a year :D We did have some problems with target tracking (bug), but that was fixed. The reason why the guns are facing forward in these shots is because there are no targets to the sides and the player didn't opt to override the default position (i.e. straight ahead).

    Ah, ok. Good to hear. smile.gif

    9. Visual portrayal of weapon in the 2D UI is simply for identification purposes, not necessarily specific to the exact doodads and what not of what the guys are using. In general there is a 1:1 relationship. The little doodads don't have much of an effect on anything anyway. I remember a 101st Airborne LTC back from the initial year in Iraq said he was too old to be lugging around all that crap on his rifle. He said he used iron sights and in his opinion he didn't need anything more than that :D

    Fair enough, but I wouldn't call the M203 a doodad. smile.gif Its a pretty important weapon, IMHO.
  6. Gracias por los cuadros!

    Originally posted by John Kettler:

    Looks like the GIs on the roof are each carrying a SAW magazine in addition to wearing a CamelBak hydration system.

    Those are promask (protective gas mask) carriers on their hip.

    Some notes:

    US troops carrying RPGs? Are those stand-ins for Javelins or AT4s?

    Stryker .50cals still don't turn? (IIRC Steve said that they don't track targets yet).

    In one of the pics the squad UI is shown with three M4s and an M249 Para w/M145 optic. Is the M203 not equipped or does it just not have a UI representation.

    Overall looks really, really good.

    [ January 16, 2007, 06:39 AM: Message edited by: fytinghellfish ]

  7. What if we don't buy CAS at all? Make it an ever present thing, but then have units that can call on it faster and more efficiently than others?

    In other words, instead of "buying" an F-16 for your mission, you'll have a base % chance to have air available (maybe scenario designers can adjust the base % chance?). This base reflects the relative availability at the time, and can be modified. Random modifiers like time of day, weather, etc. The base value can determine aircraft, distance from the battlefield (time on target delays) and ordnance loadouts.

    Then scalable modifiers like target (you might not get air if you only want to drop on a militia squad, you might get priority air if you target a series of dug in T-72s behind a reverse slope - and then you might not get any air if there isn't any useful ordnance on any of the on-call birds) and skill of the requesting unit (a FAC would give you a big bonus, a PL or Company CO requesting air might not be any help at all).

    You can throw in some other factors as well, I'm sure, like skill of unit, command delays (FACs who can talk to aircraft directly vs. line officers who have to go the S3 Air and the whole chain of command).

    Sorry, I'm really more of a visual person so I might not be explaining this well. I make lists when I can't use MS Paint to get my point across...

    1. Mission is designed. Blufor player gets a "2" on a list of 1-10 for his air priority.

    2. Player starts said mission. During the prebattle phase, the game sees that the air priority is "2" and references that with its internal table. The game decides that the following air support is available:

    1 x F-16C w/6 500lb iron bombs. 10 minute TOT.

    1 x F-15E w/4 GBU-10 LGBs. 20 minute TOT.

    1 x A-10C w/6 AGM-65D. 12 minute TOT

    (Note: "1" on the air priority list means minimal support, a "10" would be something like carte blanche - anything and everything the player would want would be available to him with relatively fast response times).

    3. The mission begins and the player identifies a reinforced concrete structure with at least a platoon sized enemy element inside. Player, lacking a FAC, uses his company commander to call for air support.

    4. The game cross references some info:

    A. Requesting unit's link to higher HQ (basic commo link with relevant HQ element)

    B. Requesting unit's experience (proper procedures, doesn't need to be talked through the process)

    C. Target analysis (heavy building in urban zone - % chance mission is denied due to ROE constraints in urban areas)

    D. Building's identified occupants (3 squads, no armor - better than targeting a single sniper, not as good as targeting a company sized element)

    E. Random air availability check (% chance that any air asset has been committed elsewhere since the mission began)

    F. Air asset ordnance check (can the aircraft available affect the target?)

    G. Weather/Time of Day check

    All of those are go/no-go checks. If any of those checks are no go, the mission is denied. If they all get "Go" codes, the game selects the aircraft with the optimal ordnance and begins the mission.

    The player gets a TOT for the air asset (i.e. "Fast mover inbound. Time on target one zero mikes, out.") so he knows his mission is approved, on the way, and can clear out of the danger zone if need be.

    [ January 08, 2007, 12:20 PM: Message edited by: fytinghellfish ]

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