Jump to content

Search the Community

Showing results for tags 'trenches'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • CM2
    • Combat Mission - General Discussion
    • Combat Mission Cold War
    • Combat Mission Shock Force 2
    • Combat Mission Final Blitzkrieg
    • Combat Mission Black Sea
    • Combat Mission Red Thunder
    • Combat Mission Fortress Italy
    • Combat Mission Battle for Normandy
    • Combat Mission Shock Force 1
    • Combat Mission Afghanistan
    • Combat Mission: Touch (iOS / Android)
  • CM1
    • Combat Mission Campaigns
    • Combat Mission: Afrika Korps
    • Combat Mission: Barbarossa to Berlin
    • Combat Mission: Beyond Overlord
  • General Discussion Forum
    • General Discussion Forum
  • Repository Updates
  • TacOps
    • TacOps 4
  • Opponent Finder Forums
  • Archives
    • Strategic Command
    • CM Archives
    • T-72: Balkans on Fire!
    • Dan Verssen Games
    • Theatre of War
    • DropTeam
    • Assault Wave
    • Empires of Steel
    • PT Boats

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location:


Interests


Biography


Location


Interests


Occupation

Found 2 results

  1. I think it is a widely-held opinion that currently, fortifications such as bunkers, trenches and foxholes can be a liability as much as an asset, since they are often spotted well before the troops that are supposed to be hiding in them are, leading to "speculative" area fire that renders the defensive position uninhabitable. My hypothesis is that fortifications get no benefit from their "experience" level for concealment (since experience soft factors don't affect the price of the fortification). It's like how you can often see a dead member of an enemy team but not the live ones, even if the casualty is prone and therefore harder to see. At least that's my hypothesis. So, my suggestion is to make the Experience level (and maybe the leadership level) of a fortification affect how hard they are to spot in the same way as those soft factors do for infantry. This would represent a better-built fortification, with better blending into the local flora and topology, and at the very least would give the "benefit" of "Conscript" level training, which is better than "none" (as no-soft-factors-applying entities like casualties currently receive). It must be technically possible to allow only a limited number of soft factors to be considered, since artillery doesn't consider Morale or Fitness when calculating call times and accuracy (and QB points).
  2. Why isn't there an option to include trenches in the fences/walls catagory ala Combat Mission Afghanistan. I remember reading something about including certain ways of creating steep grades in Combat Mission Red Thunder's editor, but so fat I haven't seen anything. It was so useful in CMA, and they really resemble actual trenches, with the cover to boot. Furthermore, they are actual indentations in the earth, and are organic to the map. Just my 2 cents; it should at least be an option.
×
×
  • Create New...