Godfridus Posted October 28, 2007 Share Posted October 28, 2007 1)urban Warfare:Entering building etc 2)International patch: changing the language of the game from english to french. 3)Difensive formation other then entrenchment, small bunker, sandbag etc Godfridus Link to comment Share on other sites More sharing options...
Egon Posted October 29, 2007 Share Posted October 29, 2007 Here´s my wish list: 1. a map editor 2. larger maps 3. different sorts of artillery support (sporadic fire,delayed fire,laying walls of fog) Greetings - Egon Link to comment Share on other sites More sharing options...
Egon Posted October 30, 2007 Share Posted October 30, 2007 .. did some research, to be more precise on smarter forms of artillery. As for the German Panzerartillery there seem to be six standard fire missions. "Feuerüberfall" (later "Kampfsatz") - strafe, surprise fire "Störungsfeuer" - harassing fire "Blenden" - laying down smoke screen, dirt screen "Zerstörungsfeuer" - destruction fire, fire for effect "Vernichtungsfeuer" - annihilating fire "Sperrfeuer" - curtain fire, preventive barrage If some of those could be implemented in later versions of TOW, it would be great. Technically it should not be to difficult (correct me if I am wrong). Link to comment Share on other sites More sharing options...
Jeff Duquette Posted October 30, 2007 Share Posted October 30, 2007 Originally posted by Egon: .. did some research, to be more precise on smarter forms of artillery. As for the German Panzerartillery there seem to be six standard fire missions. "Feuerüberfall" (later "Kampfsatz") - strafe, surprise fire "Störungsfeuer" - harassing fire "Blenden" - laying down smoke screen, dirt screen "Zerstörungsfeuer" - destruction fire, fire for effect "Vernichtungsfeuer" - annihilating fire "Sperrfeuer" - curtain fire, preventive barrage If some of those could be implemented in later versions of TOW, it would be great. Technically it should not be to difficult (correct me if I am wrong). Interesting material Ergon. This would be nice to delve into in a bit more detail in perhaps a stand alone thread. What was the original source? Link to comment Share on other sites More sharing options...
Egon Posted October 30, 2007 Share Posted October 30, 2007 Source: Munzel,Oskar: Die deutschen gepanzerten Truppen bis 1945, 1965 Herford Great book, but I guess it´s out of print. (try library/second hand market?) Greetings - Egon Link to comment Share on other sites More sharing options...
Jeff Duquette Posted October 30, 2007 Share Posted October 30, 2007 Thnx Egon. Nothing in the way of walking or creeping barrage? The British seemed pretty fond of this form of support during attacks. Link to comment Share on other sites More sharing options...
Egon Posted October 31, 2007 Share Posted October 31, 2007 Yes, read about that, too (German term is "Feuer vorverlegen"). I think this is more a job for the static regimental artillery (offmap artillery in the game). I guess Munzel referred to the organic, mobile artillery elements of a combat team ("Kampfgruppe"), like the Hummel and Wespe or 81 and 120 mm mortars. Link to comment Share on other sites More sharing options...
Egon Posted October 31, 2007 Share Posted October 31, 2007 errm - to be correct: the term for a walking or creeping barrage is indeed "Feuerwalze". Link to comment Share on other sites More sharing options...
Jeff Duquette Posted October 31, 2007 Share Posted October 31, 2007 Great. Thanks Ergon Originally posted by Egon: I think this is more a job for the static regimental artillery (offmap artillery in the game). Yes -- Agreed. This is something that requires a fair bit of preplanning and -- at least in the case of the British, would probably only be useable at the start of a scenario depicting the begining of a rather big push. For example the first few hours of Goodwood the VIII Corps advance was proceeded by a walking barrage. A player placed in the role of Company or Platoon commander (ala TOW) would typically have little or no control over preplanned fires such as a walking barrage involving the coordination mutiple batteries or even multiple battalions or regiments of artillery. But of course that is not something most players would want in their game. They require full control over many aspects of a battlefield for which in reality they would exercise absolutely no control. In terms of game applications of walking barrages, I suspect this wouldn't be much fun for the player on the receiving end. But modeling artillery effects and employment of indirect artillery within tactical wargames always seem to be such a chore for game designers. This is particularly true of material effects\destructive potential against entrenched troops. Operational assessments often point to the morale effects rather than destructive effects of prelim barrages on entrenched troops. The morale effect should be applicable both in terms of bucking-up morale of troops watching the enemy positions getting pounded, as well as acting to lower the morale of the side getting the pounding. Conversely game effects of artillery are most often limited to purely destructive effects; inflicting casualties or destroying equipment. But this is so far a field from the original topic I suppose it's best to move on, or open a new thread. [ October 31, 2007, 06:47 AM: Message edited by: Jeff Duquette ] Link to comment Share on other sites More sharing options...
oho Posted November 7, 2007 Share Posted November 7, 2007 - visibility of prone infantry reduced - mortars, artillery spotters - historic campaigns, closer dates Link to comment Share on other sites More sharing options...
Arengada Posted November 8, 2007 Share Posted November 8, 2007 once again: -quick battle generator!! -mortars -enterable buildings Link to comment Share on other sites More sharing options...
expire Posted November 11, 2007 Share Posted November 11, 2007 my wish list: 1.Let AI more smarter and having more behavior 2.let the map become more bigger 3.make a Internet lobby. Link to comment Share on other sites More sharing options...
cc1/5 Posted November 11, 2007 Share Posted November 11, 2007 1) compleet the game. The concept of the game is perfect! [ November 11, 2007, 06:56 AM: Message edited by: cc1/5 ] Link to comment Share on other sites More sharing options...
Von Osten Posted November 12, 2007 Share Posted November 12, 2007 -Ability to enter buildings (see how its done in Imperial Glory) -More variations in landscape; towns, nature, animals, civlians etc -I allso agree with Nachinus and MajorProblem! -Easy mission builder as in Close Combat series. Link to comment Share on other sites More sharing options...
cc1/5 Posted November 12, 2007 Share Posted November 12, 2007 -squad based infantery! (+ inf tactics, like; supressing fire) Link to comment Share on other sites More sharing options...
evo6tme Posted November 12, 2007 Share Posted November 12, 2007 1: Larger maps 2: Building entry 3: Sort out infantery 4: Line of sight I Know thats 4 but i can`t count Link to comment Share on other sites More sharing options...
Wakner Posted November 13, 2007 Share Posted November 13, 2007 1. Smoke & mortars (sorry, squeezing in 2 for 1 here!) 2. Enterable buildings 3. Random battle generator Link to comment Share on other sites More sharing options...
MajorProblem Posted November 13, 2007 Share Posted November 13, 2007 Thanks for agreeing Von Osten, more players up for these addons the better. Seems like most of the fans want the same changes too. Link to comment Share on other sites More sharing options...
Red Barron Posted November 15, 2007 Share Posted November 15, 2007 1. Boats for engineers to cross rivers. Engineers as a unit. 2. Flame throwers for engineers teams 3. Up close view for sniper unit, to see what they are seeing, or zoom for recon unit. (Creating and naming of small units) recon squad, etc. [ November 21, 2007, 09:48 AM: Message edited by: Red Barron ] Link to comment Share on other sites More sharing options...
12Bravo Posted November 20, 2007 Share Posted November 20, 2007 1- Quick mission generator 2- Display terrain cover/concealment type for a unit. This would help to identify whether a unit is actually behind cover (tree, rock, etc.) or not. 3- Add more autonomy to the AI. Allow them to "think" more and adjust to situations on their own. Link to comment Share on other sites More sharing options...
Recommended Posts