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REQ: Tactical Scale Cold War

 
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REQ: Tactical Scale Cold War - 12/24/2017 11:11:48 PM   
mccartyg

 

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With the new map editing parameters we can make micro games now. I'd like someone to produce a tactical scale NATO-Warpact sandbox with variable forces. Something along the lines of TACOPs style OOB: company formations, 4 airplane flight, 1km at 1 hour turns would be awesome. Perhaps using single solders for infantry and scaling up the vehicles attributes. Cannot alter forces in the scenario editor myself due too using Linux. Smaller is huger.
I guess the only problem would be modeling direct fire ranges. Wish more was done for gampelay rather than interface in this release. An hour spent on something that isn't broken or deficient is an hour wasted.

< Message edited by mccartyg -- 12/25/2017 12:25:27 AM >
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RE: REQ: Tactical Scale Cold War - 12/30/2017 3:33:38 PM   
Oberst_Klink

 

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quote:

ORIGINAL: mccartyg

With the new map editing parameters we can make micro games now. I'd like someone to produce a tactical scale NATO-Warpact sandbox with variable forces. Something along the lines of TACOPs style OOB: company formations, 4 airplane flight, 1km at 1 hour turns would be awesome. Perhaps using single solders for infantry and scaling up the vehicles attributes. Cannot alter forces in the scenario editor myself due too using Linux. Smaller is huger.
I guess the only problem would be modeling direct fire ranges. Wish more was done for gampelay rather than interface in this release. An hour spent on something that isn't broken or deficient is an hour wasted.

Geoff,

I wouldn't say it can work as in Command Ops or the JTS, at least not with tanks, AT, guided-AT missiles... but; with the alternative icon option you can at least make sure, that the mortar or artillery components of a unit (see my example in Tutorial '45) can lob some mortar shells against the enemy, as well as trigger counter-battery fire!

Klink, Oberst




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(in reply to mccartyg)
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RE: REQ: Tactical Scale Cold War - 12/30/2017 5:52:32 PM   
mccartyg

 

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Joined: 12/19/2017
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With terrain obstruction values and multi-hex direct fire we can really expand tactical modern representation. Now I'd use 1km and below only for pre-WW2 modelling. Problem with changing the basic combat modelling is having to redesign the AI to fulfill the new logical paramters. Which isn't something I'd expect between sub-version revisions, maybe in TOAW5 ;]

(in reply to Oberst_Klink)
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RE: REQ: Tactical Scale Cold War - 12/30/2017 6:02:38 PM   
Oberst_Klink

 

Posts: 4754
Joined: 2/10/2008
From: Germany
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quote:

ORIGINAL: mccartyg

With terrain obstruction values and multi-hex direct fire we can really expand tactical modern representation. Now I'd use 1km and below only for pre-WW2 modelling. Problem with changing the basic combat modelling is having to redesign the AI to fulfill the new logical paramters. Which isn't something I'd expect between sub-version revisions, maybe in TOAW5 ;]

That is correct... alas, I haven't done tests with 'shooting' across obstacles like hills etc. yet. But, let's be blunt, Geoff. You know me quite well by now that I am the real OPART advocate here and enjoy the 2.5/5km hex beauty of the game mechanics. It just works so well! If I wanna dip into the tactical world... heck, I play WinSPWW2, another gem!

Klink, Oberst

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(in reply to mccartyg)
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