Jump to content

Kaunitz

Members
  • Posts

    410
  • Joined

  • Last visited

  • Days Won

    4

Reputation Activity

  1. Like
    Kaunitz got a reaction from Bulletpoint in New features curiosity   
    1. Embrace field fortifications wholeheartedly, not as an addition to the "core" gameplay. Ideally, players should be allowed to place trenches and the like into the ground-mesh, and they should not be visible to the enemy at the start. Players should have a good selection of fortifications (hastily dug firing positions, foxholes, slit trenches, AT ditches, hesco blocks, etc.), a choice of fortification shapes (it's fiddly enough to place them with the current size of action squares) and all fortifications should work properly (versus direct and indirect fire). That being said, I could also imagine to give the defender some options before the scenario starts (blasting through housewalls, perhaps even cutting a few trees to get fields of fire, laying down telephone wire (--> info sharing), barricade some doors/windows, etc.). But I understand that this might be a bit extreme.
    2. Shoot and scoot/fire and run orders (as mentioned above)
    3. Ability to chain together multiple "fire briefly" orders in one turn without using waypoints. This is a bit related to point 2. I often find myself wanting to give several targets to a vehicle in one turn (mostly for suppressive fire), i.e. I want to chain together "fire briefly" commands. Right now, it's quite tedious to achieve what I want (by setting lots of short waypoints, moving back and forth if I want the vehicle to keep it's position). 
    4. LOS needs to become more reliable in some cases - Right now, it can be very bad when your unit decides to go prone instead of kneel down behind an obstacle. In case of doubt, give us an override button ("force kneel/stand" - unless suppressed/under fire, of course).
    5. Give us the option to camouflage weapons/vehicles/positions. I know it's already in the game for AT guns, but it would be great if we also get it for other stuff and get a visual indicator.
    6.  Let us area-target "reverse slope" spots.
    7. UNIT SELECTION: Give us a 3D preview of the unit in the unit selection menu.
    8. EDITOR: Greater variety of wall/fence variations (new options to make them run at the border of an action square, not in the middle of it). More bushes/trees in between the size of the tallest bush and the smallest tree. Narrow ditches and dykes as mentioned in point 1. Right now, terra-forming ditches is not really very satisfying due to the large size of action squares. 
    9. EDITOR: Add info about all kinds of effects (movement slow-down, LOS shape/effect, etc.) to all terrain pieces.
  2. Upvote
    Kaunitz got a reaction from AlexUK in New features curiosity   
    1. Embrace field fortifications wholeheartedly, not as an addition to the "core" gameplay. Ideally, players should be allowed to place trenches and the like into the ground-mesh, and they should not be visible to the enemy at the start. Players should have a good selection of fortifications (hastily dug firing positions, foxholes, slit trenches, AT ditches, hesco blocks, etc.), a choice of fortification shapes (it's fiddly enough to place them with the current size of action squares) and all fortifications should work properly (versus direct and indirect fire). That being said, I could also imagine to give the defender some options before the scenario starts (blasting through housewalls, perhaps even cutting a few trees to get fields of fire, laying down telephone wire (--> info sharing), barricade some doors/windows, etc.). But I understand that this might be a bit extreme.
    2. Shoot and scoot/fire and run orders (as mentioned above)
    3. Ability to chain together multiple "fire briefly" orders in one turn without using waypoints. This is a bit related to point 2. I often find myself wanting to give several targets to a vehicle in one turn (mostly for suppressive fire), i.e. I want to chain together "fire briefly" commands. Right now, it's quite tedious to achieve what I want (by setting lots of short waypoints, moving back and forth if I want the vehicle to keep it's position). 
    4. LOS needs to become more reliable in some cases - Right now, it can be very bad when your unit decides to go prone instead of kneel down behind an obstacle. In case of doubt, give us an override button ("force kneel/stand" - unless suppressed/under fire, of course).
    5. Give us the option to camouflage weapons/vehicles/positions. I know it's already in the game for AT guns, but it would be great if we also get it for other stuff and get a visual indicator.
    6.  Let us area-target "reverse slope" spots.
    7. UNIT SELECTION: Give us a 3D preview of the unit in the unit selection menu.
    8. EDITOR: Greater variety of wall/fence variations (new options to make them run at the border of an action square, not in the middle of it). More bushes/trees in between the size of the tallest bush and the smallest tree. Narrow ditches and dykes as mentioned in point 1. Right now, terra-forming ditches is not really very satisfying due to the large size of action squares. 
    9. EDITOR: Add info about all kinds of effects (movement slow-down, LOS shape/effect, etc.) to all terrain pieces.
  3. Like
    Kaunitz got a reaction from TheFriendlyFelon in Resources for scenario and map creation   
    Sorry for the triple post, but here is one last addition that might prove usefull: an up-to-date (June 2nd!), highly detailed contour map (10 m intervalls):
    http://garmin.opentopomap.org/ 
  4. Like
    Kaunitz got a reaction from Pete Wenman in Highlanders! - The battle of Gerbini   
    It will continue! Real life and other projects get in the way at times, but I will not waste all the effort that has gone into the research. Looking forward to continuing this!
    I have to admit that I commited too much to testing lines of sight last summer. But I do think that - as a mapmaker - it's highly important to understand how LOS works in the engine.
     
     
×
×
  • Create New...