Big Ones are Coming!

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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Wild Bill
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Joined: Fri Apr 07, 2000 4:00 pm
Location: Smyrna, Ga, 30080

Post by Wild Bill »

In all honesty, ammo reloads, bridge laying and fuel ressupply are outside of the time frame of SPWAW or almost any SP game.

But of course we don't worry about that. We just want the features. Well, me too. Time is relative. We often do battles that include a larger time frame than the game actually allows.

So who knows. Low fuel would be a very key factor in Bulge scenarios.

I put ammo dumps in the Momo Steel Shield and then renamed them fuel dumps. I wanted to increase their value to 1000 points each but could not get the game to accept that.

And of course, in a sense they are mainly eye candy. They do go up with a beautiful bang, though (G). Look like a fuel dump going off!

Got them on the list. No promises...WB

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In Arduis Fidelis
Wild Bill Wilder
Coordinator, Scenario Design
Matrix Games
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In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant
Rover
Posts: 75
Joined: Mon May 29, 2000 8:00 am

Post by Rover »

I was thinking (if it was done) it could be something like ammo in that units would have a total number of hexes of fuel available and a total number possible. Obviously as units move they use up their hexes of available fuel. And if the designers wanted to get really complicated they could have different fuel usage per hex type and invent some standard unit of measure of fuel. Refueling would be like ammo with fuel dumps or trucks or whatever filling at a certain rate per turn.

I do agree with your observation Bill that sometimes the timeframe assumption is relative (especially at 2:00am).

Pack Rat
Posts: 591
Joined: Mon May 08, 2000 8:00 am
Location: north central Pennsylvania USA

Post by Pack Rat »

Thanks Wild Bill, that Matrix even considers the idea is fine with me. If it can be done right and the time is there, I've no doubt the programing wizards will do it.

Ah maybe I was a bug in another life, because something about those big explosions draws me towards the light as well Image



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Good hunting,
Pack Rat
PR
troopie
Posts: 644
Joined: Sat Apr 08, 2000 8:00 am
Location: Directly above the centre of the Earth.

Post by troopie »

Are you going to cure the problem of the AI giving in too soon. I was playing the Russians against the Rumanians, scenario, twelve turns in length, heavy rain. I had broken through the Rumanian line, and was beginning to overrun the victory hexes. I had not taken more than a third, this was turn 6, when the scenario ended. The Rumanians had plenty of fight left in them. My flanks were vulnerable to a counter attack due to their accurate AT fire. But it just ended.

In SPWW2 the AI always fights on to the bitter end, to the last man and bullet. In SPWAW it often gives up early.

troopie
Pamwe Chete
Wild Bill
Posts: 6428
Joined: Fri Apr 07, 2000 4:00 pm
Location: Smyrna, Ga, 30080

Post by Wild Bill »

Yes, I think we have a middle of the road for you now, with neither extreme. That problem has been addressed. It won't quit, at least as quickly or easily as before Troopie...WB


------------------
In Arduis Fidelis
Wild Bill Wilder
Coordinator, Scenario Design
Matrix Games
Image
In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant
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