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THE DREAM LIST FOR CMBB and BEYOND


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I think CM shouldn't be war-based. I think it should show all those plattons and battalions cooperating to make a kinder gentler world. Building houses for the poor, or helping the elderly for instance. And there should be more pastel colors. And puppies.

...but we should STILL be able to call in artillery strikes! ;)

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did this issue get mentioned in this thread?

if not it should have:

Andymdb

Junior Member

Member # 6169

posted April 07, 2002 02:23 PM

hi all,

how about waypoints for more than just one unit at a time?

It is restricting and the selecting every unit in an area for specific movement is time consuming.

It would solve mass movement around larger obstacles.

Any takers?

If this has been addressed before please accept my apologies.

Andy

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Building interior terrain. Interior walls, doors and windows, doo-dad furniture, staircases, cellars. Of course this isn't easy, because the "squad is more or less in this area" abstraction would have to interact with all of it intelligently. Roofs as well as top floors. Heights above the second floor for things like steeples, watertowers, and major urban buildings.

More powerful hand grenades. Grenade effect more dynamically related to target cover - instead of cover always helping, sometimes it helps (sometimes a lot), and sometimes it makes the grenade *more* effective rather than less. Nastier demo charges in the same way. Wider radius of possible causalties for frag type grenades when there isn't much cover. Differentiation between German stick, US frag, and UK Mills bomb (Russians, Japanese, etc)throwing ranges, accuracy, blast, and fragmentation. WP grenades, limited in availability but present.

Italians, eventually Japanese. Deserts, Jungles. Beach terrain types, more variety of amphibious vehicles instead of only assault boats. DUWKs, landing craft, amtracks, DD tanks. Naval gunfire types below BB level - destroyer, cruiser "FOs".

More fortification types, field and constructed. Log bunkers much tougher than now - that stop 105mm near misses instead of being KOed by 81mm.

Bunkers that are much harder to spot and to hit, not modeled as vehicles, and with penetrations effecting the guys inside instead of acting like vehicles with a "bail out" effect.

Trenches, tunnels, different cover for heads-down in foxholes and trenches than heads-up. Cover effects from slopes, like being in a depression or peaking over a rise. Enterable and leaveable bunkers, dugouts, cellars, and caves. Guns inside buildings and small ones on upper floors.

Larger, cheaper wire and minefield tiles. Cleared ground tiles that defenders place, which reduce woods to scattered trees, trees to brush, brush to open ground. Flooded ground tiles that make open into marsh, marsh into water.

Changed behavior of men shot at in open ground with LOS-line forms of cover, like behind walls or hedges. Cover effects from degraded LOS, from fog, night, or shooting through trees, for infantry as well as guns.

More global ammo settings, 5-pt clicks on the ammo tweak wheel, artillery cost linked to number of rounds. Tactical ammo resupply from vehicles (e.g. a Brit carrier pulls up, nearby squads get +20 ammo until the carrier has "dispensed" 100 squad-shots).

Artillery FOs of different sizes, with some 4 gun, 6 gun, 3 gun batteries. Some 12 gun or 18 gun battalion shoot FOs, using wide sheaf but forced to fire at one target (instead of using 3 FOs). Increased ROF for 25-pdr. Decreased blast for types with low HE filler to shell weight. Restricted availability of smoke ammo for off-map artillery, to a modest portion of available rounds.

LOS, hit chance, and cover effects from more accurately modeled lighting. Sun position modeled. Glare, heat haze, dust. Harder spotting overall, especially at distance or for stationary objects. More powerful camo effects. Dust kicked up by artillery and moving vehicles in the right ground conditions, lingering. Diffusion of smoke from fires. Wind, effecting smoke, dust, and gun accuracy.

You did say to dream...

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