Message delay and others
Posted: Sat May 27, 2000 7:17 pm
First off, nice job on the new format, i've been impressed with the detail so far.
A couple comments though
In order to speed up the game so that every turn does'nt take 30+min to resolve i usually set the msg delay fairly low. This allows a good pace when resolving all the numerous infantry fire resolutions i encounter in the self-generated campaigns.
Problem comes though when observing the Tank vs Tank resolution. Because so much info is displayed (even estimated Pen rating at that distance!) one often cannot get the info before it disapears and the battle continues.
The obvious solution of course is to increase the overall msg delay length but doing so hopelessly bogs down the overall game play. Is there any way or are there any plans to incorporate a 'split' type of msg delay when dealing with infantry interactions and tank interactions?
2nd comment/question, a big problem i have with the current SP:WWII version is that the tweaking of the op fire rules. In that game one can use up all their 'shots' for their game turn and still appear to have full OP shots during the enemy's turn. Besides taking away any kind of thinking or planning from the player it made it very tough for infantry heavy opponents to be able to make any headway.
What was more frustrating though was that tank units that were trying to 'zero' in on a high priority target would lose their aquisistion as soon as another unit, (even a low priority unit) moved and triggered the OP response. If your a German player this does'nt hurt as much as their stats are usually good enough to get a hit within 2-4 shots, but if your a less exp unit, the 'starting' over effect can be devastating.
SP:WAW seems to have partially fixed this, in scenerio's i've tested, it looks like units that have fired all their 'shots' get limted to 2 OP fire opportunities (or so it seems) however this is still enough to cause my inexperienced tank units to lose their aquisition on high threat targets.
are there any plans to address this or is this a supported idea? (the free OP shots)
I noticed that in the loadout options have returned to more realistic numbers of 'special' type ammos (HVAP/APCR/HEAT etc)
though more realistic than some of the loadouts seen in SP:WWII, but this returns us a classic old problem with the SP system, the inability to 'select' what rounds are being fired. A tank with only 4 special rounds is all but useless unless its an elite unit with a high % chance of getting a first shot first kill hit or within two or three hits (therefore i would only expect most historical german tank units to gain from this)
Given that you have access to the source code for the game, is there any way that selection of ammo can be worked into future versions of SPWAW?
one last comment, i've read the replies on some queries on how the smaller AT weapons are getting either no pens or damage without
effect, and understand the reasoning behind small shells doing little damage because of their small size, but i've noticed that even barely protected units also seem to suffer few effects from small caliber hits. In my first battle (Italy vs Greece) i had an Italian armored car with the impressive rating of 1mm of armor repeatedly defeat 37mm HE rounds fired by an AA gun at about 400 yards! Seemed a little odd to me. Also found that 37mm/21 armed L5 tanks could'nt do much against even the 13mm armed CV-33's (point blank range even!)
In one notable exchange two M-11's firing at perpendicular to an L5 at 50 meters still found their 37mm AP shot bouncing off! (the stats say that at that range, it should have a potential to pen 40+mm of armor) For this one given the near 90 degree angle of the exchange i could'nt shrug this off to AoA (the front armor of the L5 was a mere 20mm)
has anyone else reported such odd occurances?
actually 'this' is the last question
any plans on improving the artillery routine? for speed purposes i have little choice but to turn Fast Artillery on, this leaves the player with no info on artillery strike effectivness.
Overall though, great effort....like the most the improvements on the Infantry. It was getting very frustrating firing round after round (even LMG's and HMG's) in SP:WWII for no to 1 casualties!!
A couple comments though
In order to speed up the game so that every turn does'nt take 30+min to resolve i usually set the msg delay fairly low. This allows a good pace when resolving all the numerous infantry fire resolutions i encounter in the self-generated campaigns.
Problem comes though when observing the Tank vs Tank resolution. Because so much info is displayed (even estimated Pen rating at that distance!) one often cannot get the info before it disapears and the battle continues.
The obvious solution of course is to increase the overall msg delay length but doing so hopelessly bogs down the overall game play. Is there any way or are there any plans to incorporate a 'split' type of msg delay when dealing with infantry interactions and tank interactions?
2nd comment/question, a big problem i have with the current SP:WWII version is that the tweaking of the op fire rules. In that game one can use up all their 'shots' for their game turn and still appear to have full OP shots during the enemy's turn. Besides taking away any kind of thinking or planning from the player it made it very tough for infantry heavy opponents to be able to make any headway.
What was more frustrating though was that tank units that were trying to 'zero' in on a high priority target would lose their aquisistion as soon as another unit, (even a low priority unit) moved and triggered the OP response. If your a German player this does'nt hurt as much as their stats are usually good enough to get a hit within 2-4 shots, but if your a less exp unit, the 'starting' over effect can be devastating.
SP:WAW seems to have partially fixed this, in scenerio's i've tested, it looks like units that have fired all their 'shots' get limted to 2 OP fire opportunities (or so it seems) however this is still enough to cause my inexperienced tank units to lose their aquisition on high threat targets.
are there any plans to address this or is this a supported idea? (the free OP shots)
I noticed that in the loadout options have returned to more realistic numbers of 'special' type ammos (HVAP/APCR/HEAT etc)
though more realistic than some of the loadouts seen in SP:WWII, but this returns us a classic old problem with the SP system, the inability to 'select' what rounds are being fired. A tank with only 4 special rounds is all but useless unless its an elite unit with a high % chance of getting a first shot first kill hit or within two or three hits (therefore i would only expect most historical german tank units to gain from this)
Given that you have access to the source code for the game, is there any way that selection of ammo can be worked into future versions of SPWAW?
one last comment, i've read the replies on some queries on how the smaller AT weapons are getting either no pens or damage without
effect, and understand the reasoning behind small shells doing little damage because of their small size, but i've noticed that even barely protected units also seem to suffer few effects from small caliber hits. In my first battle (Italy vs Greece) i had an Italian armored car with the impressive rating of 1mm of armor repeatedly defeat 37mm HE rounds fired by an AA gun at about 400 yards! Seemed a little odd to me. Also found that 37mm/21 armed L5 tanks could'nt do much against even the 13mm armed CV-33's (point blank range even!)
In one notable exchange two M-11's firing at perpendicular to an L5 at 50 meters still found their 37mm AP shot bouncing off! (the stats say that at that range, it should have a potential to pen 40+mm of armor) For this one given the near 90 degree angle of the exchange i could'nt shrug this off to AoA (the front armor of the L5 was a mere 20mm)
has anyone else reported such odd occurances?
actually 'this' is the last question
Overall though, great effort....like the most the improvements on the Infantry. It was getting very frustrating firing round after round (even LMG's and HMG's) in SP:WWII for no to 1 casualties!!