Men of War: Developers update 25

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Men of War: Developers update 25

Postby Instinct » 11.04.2008, 09:34

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Let's have a talk about new features in Men of War.
We decided to make things, which are taking place on the screen, more clearly so you can better foresee the results of your orders, so you can more efficiently follow the situation on the battlefield.



Situation: you point the cursor at the enemys tank to hit a certain component (without direct control).

But how can you know on which part of the vehicle your units will shooting at? The component of the vehicle you wish to attack will be highlighted now! The hull, the engine, the turret, the barrel, the tracks – each of these components will be highlighted when the mouse cursor is pointed at them. By confirming the order, the component will blink for some time.
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Situation: on the mini-map there are enemy units which are out of field of view of the camera, but your soldiers see them.

How far away are the enemy units from the current camera position? Which of them are of higher danger? The answers to these questions will be given by a new system informing you about visible units of the enemy. Special pointers along the screen edges indicate the material, artillery and infantry within the field of vision of your troops, but out of the main screen (camera). The pointers change their size depending on distance between the object and the camera. This mode of displaying units is optionally switched on and off by your wish.

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Situation: you are choosing an advantage-position for your unit.

How can you turn your unit exactly so that it looks in the necessary direction? In order to solve the set problem, there has been created a new command called "TURN". In order to turn the marked out unit it is necessary to press the right mouse button over it and to pull the cursor in the direction the unit should look. An arc of fire should be drawn for the units with a limited arc of fire (cannons, howitzers). Thanks to the command "TURN", you don't need to wait until the gun crew will take their cannon to the emplacement to turn it in the necessary direction. Just press the right mouse button in the place of the wished cannon location and with a cursor movement indicate the direction of the turning – the gun crew will take their cannon and turn it for the attack in the selected sector.

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And ofcourse we have some brand new screenshots for you!:

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Re: Men of War: Developers update 25

Postby [SOE]No.Mam » 11.04.2008, 09:53

WOW !!!
great new features. respect. :wow:

Instinct wrote:Situation: you point the cursor at the enemys tank to hit a certain component (without direct control).

But how can you know on which part of the vehicle your units will shooting at? The component of the vehicle you wish to attack will be highlighted now! The hull, the engine, the turret, the barrel, the tracks – each of these components will be highlighted when the mouse cursor is pointed at them. By confirming the order, the component will blink for some time.


but... can y also make this feature by repairing tanks? :roll:
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Re: Men of War: Developers update 25

Postby kapulA » 11.04.2008, 09:53

Well the cannon turning addition looks really nice; does this mean they won't be able to spin around their axis when they're deployed? I think Purplefr did this back in his Realwar mod; he gave placed guns arcs of fire and made them unable to turn when deployed so it couldn't just rotate all the way around that quickly.
Also, glad that the 'danger' icons are optional; not really a big deal since I'll still be using DC but will the glowing tanks and infantry when target be optional as well? I wouldn't particularly like seeing glowing red units :)
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Re: Men of War: Developers update 25

Postby UsF » 11.04.2008, 10:01

Yay. The highlighting of tankparts and predefining of guns I always asked for.

First one should be disabled in hardcoremode, as some people/experts will want as minimal feedback as possible on their actions. Also is it possible for the repairing as suggested? :)

Second one should really ease up the usage of at-guns. Click and forget-placing of defensive weaponry has been one of my dreams. Now it is possible. Will the weapons be locked in the directions they are supposed to be facing or is it just their starting view? Guncrews normally turn at-weapons if an enemy approaches from a different angle. This could lead to some problems when trying to create an o-shapelike defensive pattern, where the guns on one side turn around to fire on an enemy approaching on the other side, maybe hitting their own people.

This feature was good in CoH and now we got it too. :love:

I dont want to wait any longer. :sad2: :rtfm:
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Re: Men of War: Developers update 25

Postby Dilust » 11.04.2008, 11:30

No words to describe my appreciation for your great works... :punkl:
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Re: Men of War: Developers update 25

Postby Lunex » 11.04.2008, 12:25

Nice !

Especially the Units marked at the screenborders will raise the overview in big battles.
Great idea to display unit icons instead if just arrows !

Lunex


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Re: Men of War: Developers update 25

Postby Albus » 11.04.2008, 12:26

I thought the same thing .... :woah:
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Re: Men of War: Developers update 25

Postby DDTank » 11.04.2008, 12:32

Looking great!

The turn command is borrowed from Panzers and the like, good to have it here.

The attacking example with the grenadier looks good too - but don't make it too precise and easy - we have to miss sometimes as well!
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Re: Men of War: Developers update 25

Postby Hartmann » 11.04.2008, 13:02

Does this mean that AT grenades are still a guarenteed kill when they hit?
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Re: Men of War: Developers update 25

Postby HrcAk47 » 11.04.2008, 13:14

Oh yea... That nade thingy will be perfect for "capture, not kill" AT operations! And those are my favourite!!! :punkl:

Mind me asking, how far are we from the beta at the moment? :(

:ninja: edit - Hope you guys are considering a formation button for infantry. If not, then atleast make units spread out while moving. That should minimize losses, imo. Same goes for "tank squads", when a couple of tanks are in a group. Several basic formations will be enough, like column (but with predictable, Shift-controled waypoints), wedge - for fast assaults, echelon, scatter (everyone jumps to cover).

Also the "Hatch lock" button would be kick*ss... :realbig: .
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