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  1. #1
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    To improve the realism. Suggestions...

    Hello guys,
    on the Italian Portal of MOW i received any suggestions for Assault Squad regarding these points:

    1) The realism of the "mines" -> All mines must explode with friendly vehicles or friendly infantry
    This is the post from Normanni Sir Thorvald and Grigio87:
    Hi all guys!!!
    Since i played fow for the first time i thought it was indeed the best ww2 rts game. Though it had some few things that need to be truly reviewd: first of all, mines.

    I know the things previously said by the programmers about "mines are considered something kind part of team A and would only kill team B stuff". Surely this is a matter of the highest importance: it is both unrealistic and unbalanced that a guy can put down mines on a ground and then walking or sitting over it without them to explode, so I think IMHO that this is indeed to be corrected. What about making them of a team C (so they'll kill everything that step on them)? Or just part of the "nature" (like those cickens in the maps)? Is it possible? It would surely be a hell important thing, 'cause it will make planting mines a double edged blade: they will be useful to defend, but also will force you to not attack. They should be of course be signaled to both you and your allies, like is in mow now.

    Another thing that I truly think is needed is more time to build up any kind fortifications and the ability to dig holes in the ground for the infantry. I believe that something like ren seconds to prepare sand bags and duck behind them is impossible for a single human being, so more time to do this is an imperative both in respect of realism and balance. The other thing is about digging holes in the ground. Infantry in the first lines always digged them to defend themselves, and it was possible in a very short time because they had spades with them. Would it be possible to do this? If it is easy to do, i think that it should absolutely be done, expecially in a realism oriented game like Assault Squad.

    I think that's all, I really hope you would read and accept the suggestions of a great fan of yours and a player of your (hellish great) games.
    2) "No repairs" -> as another game option to add to "Advanced settings" (with "friendly fire", "flora regeneration", "show armour penetration chances" and "show messages about damage").
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  2. #2
    Member Level 20 Hartmann's Avatar
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    Re: To improve the realism. Suggestions...

    About the mines, I don't think that would work out. It just takes one oblivious dolt on your team to start placing landmines in some spot that might turn out to be a very bad place for them to be 10 minutes later. Or what about someone placing landmines without properly informing his teammates, would probably be cool for the other team to watch enemy tanks detonate and the players rage at each other. Also the AI will probably be unable to avoid friendly mines, requiring you to constantly watch them and manage them when they get nearby.

    No it's not realistic currently, but it's the only thing that will work properly atm.

    Trenches and bunkers were attempted a while ago, but are dropped for as far as I know (due to unresolvable bugs?) and not really fitting into the game to begin with (imo).
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    Re: To improve the realism. Suggestions...

    First point: Mines aren't used very often... they are great and can save the day but in most cases they aren't very reliable. But I like the idea of the strategic depth it would give the game. You wouldn't be able to use the mined area for operations as your opponent too.

    Second Point: No repair isn't actually a good idea, think about it. I tried it myself a couple of month ago in a private mod. It didn't work out fine... You are going to loose expensive assets to minor damage. I know its more realistic and i am usually with you on this but after some games you are just pissed off.

    The idea with the mines is not a bad idea. Maybe it could be tried out in the beta? Would be totally worth to try...

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    Re: To improve the realism. Suggestions...

    Remove health bars from infantry and implement a realistic health system. People should have different damage zones, leg, arms, body, head are basic zones. Hits to different zones could have different reactions, shot in the leg and people might only be able to crawl (until treated). Shot in the arm and a persons weapon skill will drop by one? Shot in the body and the person might be incapacitated until treated, in the head should be fatal unless a helmet is worn (yea yea it is unrealistic, maybe the helmet should have a chance of deflecting a shot). A new unit for MP would be the medic, which would, if set to move at will, run to nearby soldiers and heal/treat them automatically. Squads could also be ordered to move to the medic, ordering all units in the current selection to be healed, if needed. This would reduce micromanagement to a minimum, while adding a basic medic system.
    All the damage zones could be made visible in the overly large health indicators that are already present on the left side of the screen (the squad selection area).

    Implement a morale system. This will however overthrow balancing a lot. Masses of units could cause terror in enemy units (they will hide behind their cover, refuse to follow move orders out of save cover). Flamethrowers would have a dire psychological effect on units. Heavy losses on the other hand (if you have masses of units) can cause the remaining survivors to flee or surrender (running off the map).
    This system might not be liked by everyone, since the units would behave more like humans and less like machines doing our bidding (lets go rifleman, all charge that tank!).
    The morale system is currently implemented for the AI, but I'd love to see it happen in MP. Would certainly expand the range of tactics possible (tank shock, suppression, elite vs masses, etc.)

    Remove the visibility from empty weapons and vehicles. This would improve realism quite a bit and I do not know why they are visible anyway. You can see enemy movements from where he mounts empty vehicles and gun emplacements and immedially put fire on that position from direct control. Usually the AI fires automatically on that zone, because the unit pops up red for a split second when being crewed again.
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    Moderator Level 22 Dilust's Avatar
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    Re: To improve the realism. Suggestions...

    Quote Originally Posted by Matze:O:G:H
    Second Point: No repair isn't actually a good idea, think about it. I tried it myself a couple of month ago in a private mod. It didn't work out fine... You are going to loose expensive assets to minor damage. I know its more realistic and i am usually with you on this but after some games you are just pissed off.
    Sorry, I do not know if you have just talked about Armored Recovery Vehicles. Those kind of vehicle would be a very nice and essential addition in this prospective... if your Tiger has suffered a severe damage to its trucks you can call in a bergepanther to town it in the second line, etc.
    I beg for your pardon if you have just discussed that in other place
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    Re: To improve the realism. Suggestions...

    No. I want to have armored recovery vehicles too but for all I know the GEM2 Engine can't handle them appropriate. The only solution I found was by getting rid of the traitor function and thats not really a solution.
    Wait do you mean that not the infantry should repair the broken parts but a vehicle? Had that idea too but never tried it out.

  7. #7
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    Re: To improve the realism. Suggestions...

    Quote Originally Posted by UsF
    Remove health bars from infantry and implement a realistic health system. People should have different damage zones, leg, arms, body, head are basic zones. Hits to different zones could have different reactions, shot in the leg and people might only be able to crawl (until treated). Shot in the arm and a persons weapon skill will drop by one? Shot in the body and the person might be incapacitated until treated, in the head should be fatal unless a helmet is worn (yea yea it is unrealistic, maybe the helmet should have a chance of deflecting a shot). A new unit for MP would be the medic, which would, if set to move at will, run to nearby soldiers and heal/treat them automatically. Squads could also be ordered to move to the medic, ordering all units in the current selection to be healed, if needed. This would reduce micromanagement to a minimum, while adding a basic medic system.
    All the damage zones could be made visible in the overly large health indicators that are already present on the left side of the screen (the squad selection area).

    Implement a morale system. This will however overthrow balancing a lot. Masses of units could cause terror in enemy units (they will hide behind their cover, refuse to follow move orders out of save cover). Flamethrowers would have a dire psychological effect on units. Heavy losses on the other hand (if you have masses of units) can cause the remaining survivors to flee or surrender (running off the map).
    This system might not be liked by everyone, since the units would behave more like humans and less like machines doing our bidding (lets go rifleman, all charge that tank!).
    The morale system is currently implemented for the AI, but I'd love to see it happen in MP. Would certainly expand the range of tactics possible (tank shock, suppression, elite vs masses, etc.)

    Remove the visibility from empty weapons and vehicles. This would improve realism quite a bit and I do not know why they are visible anyway. You can see enemy movements from where he mounts empty vehicles and gun emplacements and immedially put fire on that position from direct control. Usually the AI fires automatically on that zone, because the unit pops up red for a split second when being crewed again.
    I totally agree with UsF.

    Another point:
    what about to introduce the in the option "year settings" (as in German Soldier Mod)?
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  8. #8
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    Re: To improve the realism. Suggestions...

    Quote Originally Posted by [A
    [GIO]-Max]1) The realism of the "mines" -> All mines must explode with friendly vehicles or friendly infantry
    This is the post from Normanni Sir Thorvald and Grigio87:
    I think that this would work out, and it sounds like an idea that's worthy of consideration to me. However, one must be able to spot Allied mines, otherwise it would never work.

    Quote Originally Posted by [A
    [GIO]-Max]2) "No repairs" -> as another game option to add to "Advanced settings" (with "friendly fire", "flora regeneration", "show armour penetration chances" and "show messages about damage").
    While it may sound realistic being unable to repair units on the field, I don't see this working out too well. What I can imagine is players taking maximum advantage of it by aiming at the main gun of heavier tanks with weaker tanks to neutralize them as a threat at a cheap cost... I somehow doubt that this occurred on the same scale in the real war as it does in Men of War.

    Quote Originally Posted by UsF
    Implement a morale system. This will however overthrow balancing a lot. Masses of units could cause terror in enemy units (they will hide behind their cover, refuse to follow move orders out of save cover).
    I would love to see this implemented in Men of War. But unfortunately I lean to think that there would be many disliking it too.

  9. #9
    Member Level 20 Hartmann's Avatar
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    Re: To improve the realism. Suggestions...

    I'm more leaning to there not being any AI worth speaking of in MoW, and making it do something like that is like trying to teach a brick mathematics.
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    Re: To improve the realism. Suggestions...

    I sometimes play a game called Theatre of War and its sequel, just google it.
    It has non repairable vehicles and it really spoils the MP. U have to make a line between realism and fun/playability/ I think MoW has got a good balance as it is. But the mine idea seems interesting. Try and ask Instinct about this. It shouldn't be too hard?
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