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Lighter Side Requests


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We have been yammering and hammering Steve and Co with all sorts of groggery and picked nits. Let's give them some things to at least grin about while they say "Not on the list at this time".

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Karmic(or Purgatory) Points - Every time a player causes damage to a Church, a permanent modifier is added to his game copy that affects events... not in his favor. Tree trunks may actually seem to leap into the way of tank rounds. Lucky mortar rounds just happen to fall into open tank hatches. That kind of thing.

Engineer Mission:Battle of the Bog - This Module gives us Prime Movers with the TOW and PUSH commands. Engineer units can now spend up to 10 minutes with the new FORTIFY command in structures. Watch your troops dig trenches and foxholes. See them slip in the mud to attach tow chains. Spend a gripping two hours seeding or clearing that minefield. These 'battles' transfer to and from CMBN for before- and after-action scenarios.

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Come on ... it's fun.

:D

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I like your idea of a vision of the Virgin Mary or somesuch appearing over the battlefield when one has saved enough men via buddy aid.

A couple of us have been asking for French hookers/red light district brothel building...

I also like the idea of CM:Zombies (a much more realistic simulation of human vs zombie warfare than any other game out there).

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Well, certainly for the upcoming Commonwealth module they should have a "tea time" command where the units will stop in the middle of combat, put the kettle on while munching on biscuits, and complain about the oversexed Yanks infesting all of the Pubs.

No, it's not a command, just every the time a battle takes place during Tea Time, the Brits slow down or stop. If you don't give them 10 minutes, they lose a level of Motivation.

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1. Every once in awhile, a graphic where a soldier in the woods takes a leak on a tree.

2. Alcohol/hung-over indicator and modifier at the individual level. (Hey, if the computer can track individual bullets, it should be able to track individual drinks!)

3. On muddy/dusty roads, the trucks/jeeps have dirty windshields, with various effects.

4. Have the ability to have it snow, even in Normandy in June--really, don't you want your scenario builders to have fun?

5. Abandoned intact tanks--where the crew bailed out due to fear-- be able to be manned by the opposing forces, with appropiate negative modifiers--think of the new tactics that would engender!

6. On a scenario where the Allies liberate a town, a little parade graphic is triggered.

7. Please: the Patton or Montgomery HQ unit is available-just passing by. Again, semi-seriously, no one thought about this, as a "fun" issue?

8. German horse carts as transport!

9. Stationary units who think they are in a safe area as far as "awareness" randomly have soldiers start smoking--increasing their ability to be spotted.

10. Random discoverable stashes in houses--with benefits/malluses for the troops.

6.

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I longing to see something like these four elderly men sitting on a garden bench in the village and commenting on the incapability of the respecitve player.

31726980.jpg

Translation:

"Look! They stayed longer than I thought"

"And they were lucky - there are as many as when they went in"

"They run. They shake."

"And then they wonder why they don't live long."

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- Any US infantry unit located within 200 meters or less of any German unit, with no firing over the course of 30 minutes, will replace all its Thompsons and a variable portion of Garands and M1 carbines with MP40. This replicates enterprising US supply sergeants trading coffee and fuel with the Landser.

- Any US unit of any type, if co-located with a German officer casualty, adds a Luger pistol to its inventory. No explaination needed here I think.

- Any US airborne unit or a US leg infantry unit of veteran rate or above acquires panzerschrecks and/or MG34/43 if co-located. This is added directly to the inventory of the receiving US squad and all German belt-fed weapons are listed as "Spandau" in the US unit equipment inventory.

- US infantry NCOs rated elite are able to fire M2 .50 from the hip.

- If US forces are compatible with the Commonwealth module and it is possible to have Yanks and Tommies on the same battlefield, C3 between those units takes a hit because of the "two nations divided by a common language" factor. Moreover, the lower the command level of the interfacing units the greater the C3 hit.

This would replicate the relative ease with which a US officer from a decent East coast university would comprehend what his Oxbridge-educated officer counterpart was saying, while privates from say a Mississipi national guard unit and a Scots infantry battalion for all practical purposes spoke languages fully unintelligible to each other, although technically both were called English.

- Along those same lines, there are more categories of Axis units raised from all of Europe's wierd minor ethnicities, these have similar problems communicating with units raised in Greater Germany.

- Unknown Axis armor is for the most part not identified with a question mark or whatever. The game engine just default depicts all Axis tanks as Tigers. This actually is an excellent idea I think...

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