Surrendering units

The highly anticipated second release in the Panzer Command series, featuring an updated engine and many major feature improvements. 3D Tactical turn-based WWII combat on the Eastern Front, with historical scenarios and campaigns as well as support for random generated battles and campaigns from 1941-1944.
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spellir74
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Joined: Sun Jun 15, 2008 8:30 am

Surrendering units

Post by spellir74 »

Speaking of step losses...

Something bugs me...

I don't like the way units surrender. A unit could be on its line surrounded by friendlies and hundreds of meters away from hostiles and it surrenders.

Did it run away from its own side, two football fields to give up?

Not very immersive.

There should be some kind of check. Ie only if a unit is 250 meters away from friendlies and under heavy _surrounding(all/most angle)_ fire should it have a chance for a surrender roll.

If not surrounded and isolated, it simply dies or breaks/routes or takes casualties as usual.

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Erik Rutins
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RE: Surrendering units

Post by Erik Rutins »

Actually, there is such a check. I've only seen them surrender when close to the enemy. If you have a save that shows this distant surrender I would appreciate it.
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spellir74
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Joined: Sun Jun 15, 2008 8:30 am

RE: Surrendering units

Post by spellir74 »

No save.

Hundreds of meters might be a stretch.

BUT I have seen a couple of times a unit surrender in unrealistic situations. Ie a unit has friendlies in fox holes real close to it etc. They wouldn't be able to get to the enemy as easily as running away to cover. Those events strain immersion is all.

So IMO it would better if units only surrender if they are _cut off or otherwise separated_ from friendlies.

In the mean time I'm going to play Rick's Balta. And then maybe his ...um koivko? scenario --the new one-- he wants tested. I'll keep my eye open for saving opportunities. It doesn't happen all the time. But when surrender has occured for me it has always been unrealistically odd.

Has anyone else seen odd surrender moments?
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