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Defensive works


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I know this subject has been discuss before but I want to bring it back because is one of the things I would like to see in a new game engine rather tan other.I think defensive works need a major overhaul and modelling in the game:

-Deeper trenches and foxholes: I know there s a problem related to the fog of war with that issue but in real life major defensive works are very difficult to conceal and are usually evident by recce.The question is to know if they are wether empty or full,defended in strenght or not.In the other hand,is there any way to fix this?.It would be interesting to have dig-in command outpost and mortar positions and AT gun positions as well.

-Different models of barbed wire and pillboxes,and bunkers.

-Underground shelters and bunkers,and underground cellars for buildings:It would enhance and improve the defensive tactics and make attacks more challenging.Imagine enemy soldiers emerging from a place that you have considered totally controlled.

All this features would give to the game more realism and a stronger feeling of immersion.

P.S: Another question not related to this subject,I think tanks should be able to crush and kill personnel and guns under they tracks.

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2 hours ago, arpella72 said:

The question is to know if they are wether empty or full,defended in strenght or not

Currently while it is not hard to see foxholes etc. it is not easy to tell if they are occupied and designers often place unoccupied defensive works to draw enemy fire.

2 hours ago, arpella72 said:

tanks should be able to crush and kill personnel and guns under they tracks

I recall in CM1 it was possible to overrun AT guns etc to kill them, not sure if that is still possible in CM2.  For some reason I have never experienced getting close enuff to do that in CM2.  Have found that AT guns get killed by direct and/or indirect fire.

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