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CMx2 and the NEED for deformable terrain


c3k

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Gents (and BF.C),

As the subject suggests, there is a NEED for CMx2 to include deformable terrain. Here are just a few examples and reasons, off the top of my head. (Remember, this does not have to be WW2 specific.)

Fields of corn or sunflowers should have swathes leveled by sustained small-arms fire: this would reduce the concealment afforded by these avenues.

Wooden structures should produce wounding splinters when penetratrated.

Trees should fall, creating movement obstacles.

Tanks should plow wet fields into morasses.

Heavy artillery should produce terrain effects similar to Flanders.

I'm sure others will come up with better examples, however, these show that the interaction of weapons and units with the environment needs to be modelled.

If a better portrayel of cover, concealment, weapons' penetration and kinematics is part of CMx2, then terrain (natural and man-made) needs to be portrayed with a higher fidelity.

Thank you,

Ken

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Right, but the cornfields things still isn't going to work ... at least not by deforming the terrain.

The concealment/cover properties of cornfields aren't conferred by the shape of the terrain, they're a property of the terrain, right? You won't be able make cornfields give less cover by "deforming them downwards due to fire". Either units are standing in a cornfield or they aren't based on their position. If they are, they get cover, if they are not then they don't.

To have sustained fire change the properties of cornfield, you need mutable terrain properties rather than deformable terrain of the same property...

GaJ

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On the same theory though, I should be able to hit potholes in the street to put my car back into alignment.

How likely is this? A sack of mush deformed through repeated kickings is hardly likely to be made better through additional kickings.

On the other hand though, you have an interesting hypothesis and it is worth investigation. I demand Seanachai be made available for extended kicking!

BFS5

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