Deleted
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Post by Deleted on Sept 19, 2014 18:36:02 GMT 1
In my view, for me not makes me laugh that a unit as a tank to be captured by the enemy, I am more the opinion of to die until the end, not should be me abandoning units or surrender, I am more in favor the chapters that are customized for lua as part of a story, but as a general rule. That's just an opinion. Greetings friends.
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Post by Major Pain on Sept 20, 2014 4:09:10 GMT 1
What about the crews when the tank is no longer useable? Should crews be able to dismount and survive?
Tanks under attack will lose part of a crew and random function will select the number of survivors.
Not all battlefield wrecks are going to be recoverable. Because of the way the function will work, some will be beyond repair. Wrecked tanks and trucks will not fade away like now... but they can be towed off of a bridge or roadway when needed. So this gives your Recovery Engineers a larger job to perform. But battlefield clutter was an issue, and even worse in Urban Areas.
Tanks that can be recovered, can be repaired by Another Type of Engineer... but the cost and time will be much different. So in theory, you will want to recover and repair your stuff first.
Your crews will be much better on their own equipment than foreign stuff. The crew abilities might make the difference between a viable or nonviable unit. If a US Crew is deployed on a Pz IV, they must learn how the thing works, so their ability is reduced; the Squad/Crew effectiveness is defined in their squad file.
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Deleted
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Post by Deleted on Sept 20, 2014 10:47:56 GMT 1
I would add something else if the crew has much experience in combat, that degree should give you more facility to to better understand the enemy vehicles.
And above all, the crew should only be the authorized for that task of capturing enemy vehicles, giving a very interesting role in the battlefield
For the rest everything seems good.
Greetings friend.
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Post by keepitsimple on Sept 20, 2014 15:32:29 GMT 1
In the Frankreich'40 mod the disappear time of destroyed unit is extremely long. I like this. But it has one drawback, if a vehicle is destroyed on a bridge then you can't pass (the only way is to destroy the bridge and then repair).
So towing away a destroyed\abandon tank own or enemy is great. Major Pain, you are right this is indeed a nice new role for engineers. Like WSS-Wittman I would however stop with taking in action hostile tanks or trucks. But if you could as mapper make that choice of making this possible or not then that would of course be even better.
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Post by Quintaxel on Sept 20, 2014 15:46:04 GMT 1
The idea of engineers removing wrecks from the map is a great idea ! And I agree with Wittmann on the fact that crews that are able to capture enemy tanks should also be specialized units (tank crews), so not just any infantry type.
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Post by Mascarenhas2 on Sept 20, 2014 16:59:13 GMT 1
Just remember, comrades, that captured units were used in real combat in WWII and are present since vanilla and many many mods released ever since. So the real novelty is Major's idea of capturing units during missions/chapters, something which, btw already present in CMC and Ice Crusade. I like iy very much, specially if combined with specialized crew units and learning abilities. It's really a big improvement in the game, iMHO.
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Post by keepitsimple on Sept 20, 2014 17:49:31 GMT 1
I wouldn't disagree with the fact that specially the Germans used captured material to a great extend. However, they used material they capture after defeat of the enemy (employ French tanks after defeat of France). They repainted this units in German colors and put up German markings, so their own air force wouldn't attack them. Putting your enemy tank with the enemy markings still on, into battle would in my option do more harm then good. If would bring confusing in your own line (an enemy tank has broken through) and I would expect that very nerves fellow combatant would quickly take it out.
But this is just my option and I leave it to others to make other decisions.
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Post by ariete on Sept 20, 2014 18:28:46 GMT 1
right keep it simple ... it could do a flag which go on unit once captured, a new texture which appears when unit is captured ... but maybe this is impossible to do.
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Deleted
Deleted Member
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Post by Deleted on Sept 20, 2014 19:54:58 GMT 1
Icons: I would not add more labels above the unit, would do more existing as discrete:
Life of a unit. Would make visible from the time he was injured.
Ammunition and others. Only be visible when they were selected and all more discreet, such as a little more invisible to give more prominence to the unit.
The image of the more simple and unobtrusive, more enjoyable drive to see on the map.
Just one more thought, always with the latest decision of the programmer.
Greetings.
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Post by Major Pain on Sept 20, 2014 22:57:02 GMT 1
I was hoping to get everyone's juices flowing on the capture unit function. Go back to one of post several days ago. Normal infantry cannot capture or supply a crew. Gun and Tank crews come from another type of resource. This would be a unique type of truck or TRV that can only supply a crew. Using your regular squads as crews depletes your squad strength and did not happen that way. Occasionally, a squad might capture a gun and use it until ammo was out, but then it was finished Your supply chain would not be able to resupply the ammo until they made a provision for it... this might take days The same would happen to other units. That is why the skill level will be lower...
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tedi88
General
Blitzkrieg State Prosecutor
Posts: 1,228
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Post by tedi88 on Sept 20, 2014 23:04:48 GMT 1
Well you certainly made "mine juices flowing".
Very nice idea Major.
I do have one question (it might have been answered before, so sorry for repeating) would it be possible to make an arty crew dismountable?
Cause if you ask me a loss of a gun is not necessarily a loss of a crew.
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Post by Major Pain on Sept 20, 2014 23:09:52 GMT 1
Yea... the idea includes crew can be dismount a truck/tank and a crew can leave the gun,
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Post by Major Pain on Sept 20, 2014 23:12:51 GMT 1
I think some of the discussion misses the point. Just because you can capture something does not always make it the best thing to do. You still have to repair and supply any captured unit... and that will not be easy. So you won't be able to capture a gun and turn it on the former owner in a few minutes.
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Post by Nephilim on Sept 21, 2014 0:07:35 GMT 1
I think some of the discussion misses the point. Just because you can capture something does not always make it the best thing to do. You still have to repair and supply any captured unit... and that will not be easy. So you won't be able to capture a gun and turn it on the former owner in a few minutes. I agree. I have been following a story recently with a T-72B3 that was captured by the Ukranian national guard forces in the Donbass/Lugansk regions. There was field repair done to it but certain optics and sights were still not operational and the vertical stabilizer was not functional. However the other components of it were functional and working. Such examples are not found often in the field in such great condition and you are more likely to find critical or crucial components knocked out or disabled. Common examples typically are turret traverse , tracks , engine , main gun , etc...
Regards,
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dragonwolf
Pukovnik
Howling with delight!
Posts: 363
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Post by dragonwolf on Sept 21, 2014 4:20:03 GMT 1
I'm really not crazy about the capture of tanks during battle. I feel most are just too busy trying to survive the battle with what they already have at their disposal. Now, already captured tanks is another animal all together. They've been studied, tested, put through practice runs, and basically figured out.
Capturing a tank and then suddenly using it against your enemy equates to a sci-fi movie where, after a multitude of scientists have studied it for months and still don't have a clue, the hero pilot jumps in the space ship and suddenly "knows" how to fly it better than the aliens who built the damn thing. I just think it's a little unrealistic, that's all.
Ciao, John
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