Spellir_74 Posted November 14, 2008 Share Posted November 14, 2008 ========= __Good things about TOW's super mod: -HMG 42 is transportable -sdk251 carries full 10 men -tanks transport men (could be 8 though just for game strategy sake) -SS ranks are real (-more faces?) ---- questionable/ debatable: -Changes to game play. Eg infantry made less seeable/destroyable by changing the unit-file values (unbalances game /opinion based). (Changing unit values is a major problem with "super mods" in general. There are 'ergonomic' considerations [ie one is sitting in fornmt of computer screen] that are not being considered by moddders who demand "real = harder", generally.) _____________________ """""""""""""""""""""""""""""""""" __Requested things (request to modders or _DEVS_): -sdk250 carries up to 5+ men -50mm and 80mm Mortar teams (especially since game models medical etc) -"Game Paused" message moved to corner. -Seriously wounded men not magically healed --ie not available-- by next mission; and some don't recover. -SP (Self Propelled) anti tank vehicles; including early war (Very common WWII devices absent from most games.) -SP Infanry Gun and towed 'IG' (early war augmentation to Brummbaar) -More combat train defensive positions brought up after enemy is gone from area at end of sceanrio/map/game. (Envision horse towed atg and arty being brought up and deployted to eg ridge line beofre next game starts; -Pioneers with demolition clearing and laying capabilities (eg bridges), fortification (entrenching) abilities and mine clearing and -post battle- laying qualites. (Tricky to model but cool in concept, just like the combat train 'operations officer' stuff). =============== Does medical staff/ambulance help wounded men live/ recover? Link to comment Share on other sites More sharing options...
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