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Some thoughts about the next generation of this engine....


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A lot of good Ideas I would add, I apologise for any repeats

1.Yes have the option for the designer to put in "invisible" flags that would override the AI and cause it to move or attack in a certain manner.

2. Allow the designer to communicate with the player by messages that would appear, ie on turn 21 "Division reports that the battalion on your left flank has collasped". then on Turn 24 elements from that unit (withdrawing and ammo depleted would appear) then on Turn 27 pursuing enemy would show up. Messaging would allow you also to warn a player, "Regimental reserve has entered your AO on the Pzkiov road and will be there in five minutes". OR when reinforcements arrive you can send a message (depending on whether the enemy has or has not taken a VL) counter-attack and regain objective X

3. Option for a area type military objective instead of a flag

4. More smoke and dust especially from those diesels

5. Simulate the effects of artillery fire and track movment on wire based commo systems.

6. Random weather events (rain/snow squalls etc)

7. Better simulated HQs for the company and Battalion level

8. Movement to the rear of the wounded (it was the men helping other back that drained the power out of many an attack)

9. Basements and multi-storied buildings

10. "dug outs", ie underground shelters imprevious to anything less than a delayed action 170mm shell.

11. WP

12 smoke pots and other engineer methods of developing smoke

13. "shocked" for AFV being transferred to other unit types.

14. In regards to replacing "borg spotting" this would allow "friendly fire incidents" - which is why some of the tactics we use now would be so dangerous in the real world.

15. "tricks", Ruse Guerre, false surrenders, enemy in friendly uniforms. False messages. Use of captured equipment etc, silencing of an outpost. These would be bought like other equipment and would allow a one time use of said "trick". Would be expensive of course!

16. Ammo redistribution after an attack etc. replenishment outside of the part of the operation.

17. Ability to purchase "counter-fire" to reduce enemy indirect assets effectiveness.

18. "Counter-air" as above

19. Indiction fire, off the board artillery fire directed at the enemies reserves, would delay and attrite them before they showed up.

20. TRPs that aircraft will go for, ie preplanned airstrike targets.

21. Random or stored names "labels" to appear over villages and key terrain. I think hills should autolabel themselves, "hill 305".

22. Destroyed equipment etc to set up a battlefield, ie wire, trenches, burned out tanks etc that don't count against one of the players.

23. Ad hoc rear area troops (one generic type per nationality should be enough)

24. Expandable map, ability to "turn right to flank the enemy" and have the computer add more map and more enemies (thats the problem with expanding the battle field to do a maneuver)

25. that enough I think!

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Things I would like ....

Artillery of 105mm and up creates low dust clouds that linger. This happens in the real world so I am told by actual FOs. Inhibits LOS but not LOF. Open ground/brush/grain/steppe/etc only in dry or very dry conditions only.

Purchase option for an ammo resupply point/vehicle and the ability to break off a half-squad to go to the point and return to (only) that half-squad's platoon for partial resupply. This is well within the scope of longer battles. Let's say you split the squad and the team goes to the resupply point/vehicle and then must return to within 10 meters of each squad for resupply.

Ammo sharing among same-platoon squads. This would only be available after the receiving squad has reached "LOW" ammo status. 10 meter proximity as above for ammo sharing.

More robust heavy buildings/factories. Anything less than 105mm should not be able to bring down a heavy structure. Lower calibers could still affect troops inside but not bring the building down.

Everything TOM listed above.

Railroad/road crossing tiles.

Railroad bridges.

Railroad on pavement tiles.

Light Church, Heavy Church, and Cathedral options. Heavy Church and Cathedral allow steeple access for team sized units and under.

Water Towers with team size and under access on top. Railroads without water towers in WWII? What's up with that? smile.gif

Trains... both armored and not that come down tracks at random intervals. Scenario designers may set arrival times to within 5 minutes. Those partisans need an easy target to attack.

[ October 26, 2002, 09:09 AM: Message edited by: Sgt. Schultz ]

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