Search found 15 matches

by andysensei
Fri Aug 30, 2019 9:21 am
Forum: Tanks
Topic: Tank units
Replies: 14
Views: 2559

Re: Tank units

Good points. As mentioned above, T-34/76 and Pz4 are very different tanks. However. all things considered, they are roughly equal in combat effectiveness. So it would be interesting if they had clear relative strengths and weaknesses, such as the idea mentioned above (Pz4 having better sight to comp...
by andysensei
Mon Jun 10, 2019 4:54 pm
Forum: Tanks
Topic: Tank units
Replies: 14
Views: 2559

Re: Tank units

Played the tutorial a few weeks ago. Was disappointed by the lack of historical accuracy of stats. While I understand the game is not HOI or extremely accurate, it seemed like it was so far off that it was a bit of a joke. For example, the Soviet tanks, the BT and KV... While the BT was a spectaular...
by andysensei
Tue Aug 28, 2018 12:19 pm
Forum: Others
Topic: Tank Orientation
Replies: 10
Views: 1274

Re: Tank Orientation

Or..alternatively, taking into account practicality, orientation alone without these other suggestions might be a good variation which could, as you say, be toggled on or off according to the wishes of the player.
by andysensei
Tue Aug 28, 2018 12:17 pm
Forum: Others
Topic: Damage to Tanks
Replies: 3
Views: 619

Re: Damage to Tanks

Fair point about the programming.

Point taken about luck. Though if game length is at all significant, it should usually even out and work out to be reasonably fair.
by andysensei
Tue Aug 28, 2018 12:07 pm
Forum: Others
Topic: Tank Orientation
Replies: 10
Views: 1274

Re: Tank Orientation

Totally agree about unit (such as battalion) scale and individual tank scale. The tank orientation idea would only make sense on the individual scale. Not when representing a large group of tanks. However, the smaller scale (with orientation, and probably longer ranges, and maybe lower movement valu...
by andysensei
Mon Aug 27, 2018 2:39 pm
Forum: Others
Topic: Frontline Gamemode Idea
Replies: 7
Views: 2316

Re: Frontline Gamemode Idea

ammo limits could make things interesting one day if it can be done. This should affect some units a lot more than others. Sturm Tiger would not like this rule coming in, but it might be a good balance for its outrageous firepower. Most regular tank models would be able to operate with far more flex...
by andysensei
Mon Aug 27, 2018 2:30 pm
Forum: Others
Topic: Shoot at Tracks Ability
Replies: 21
Views: 1917

Re: Shoot at Tracks Ability

Good idea. Perhaps this idea could lead to a possible other option...The capture and repair, not destruction, of immobilized tanks by the other side. This way you might be able to have a T-34 or Sherman on your side occasionally as the German, or a Panzer 4 or a Panther on your side as the Russian o...
by andysensei
Mon Aug 27, 2018 2:25 pm
Forum: Others
Topic: Shoot at Tracks Ability
Replies: 21
Views: 1917

Re: Shoot at Tracks Ability

Chance of immobilisation is much better than certainly of being slowed down.

More realistic
More uncertainty
More fun
by andysensei
Mon Aug 27, 2018 1:49 pm
Forum: Others
Topic: Tank Orientation
Replies: 10
Views: 1274

Tank Orientation

Probably impractical to program, but... It might make things much more interesting if a tank was given an orientation. In other words, the direction in which it is facing matters....a lot Maybe a small dot or outline could be placed in one of the 4 corners of the square the tank is placed, or one of...
by andysensei
Mon Aug 27, 2018 1:35 pm
Forum: Others
Topic: Damage to Tanks
Replies: 3
Views: 619

Damage to Tanks

Rather than having a health bar above tanks which is reduced by a little or a lot with each hit depending on the firepower of the gun hitting the tank and the tanks armour, it might be more accurate and fun to have a varying chance of instant destruction with each hit. For example, if a light tank i...
by andysensei
Mon Aug 27, 2018 10:47 am
Forum: Dev Asks for Help
Topic: VOTE - tanks get ranged
Replies: 22
Views: 6226

Re: VOTE - tanks get ranged

This might work with infantry able to move 1 or 2 spaces (perhaps 2 spaces at the expense of not taking a shot for the turn...Ie;sprinting<cannot be done on consecutive turns>) per turn
by andysensei
Mon Aug 27, 2018 10:44 am
Forum: Dev Asks for Help
Topic: VOTE - tanks get ranged
Replies: 22
Views: 6226

Re: VOTE - tanks get ranged

I am probably too late but.. Tanks should usually beat Infantry Infantry should usually beat AT guns AT guns should sometimes beat tanks (or at least have a chance against them and be much cheaper than them) Like rocks papers scissors. AT guns should have camouflage ability to some extent Infantry c...
by andysensei
Mon Aug 27, 2018 10:20 am
Forum: Dev Asks for Help
Topic: Unit ranges - research IMPLEMENTED
Replies: 9
Views: 1922

Re: Unit ranges - research IMPLEMENTED

Here is what I think. All infantry and amored cars like the halftrack have a range of 3, except for the mg gunner which has 4 and decreased moving speed as a result Mortar infantry should have range of 5 All tanks except heavy tanks should have a range of 3, and the heavy tank should have a range o...
by andysensei
Mon Aug 27, 2018 10:15 am
Forum: Units & Structures (See Nations for accepted Unit nations)
Topic: all units of wwII
Replies: 4
Views: 1429

Re: all units of wwII

Oldie but a goodie.

Good ideas
by andysensei
Mon Aug 27, 2018 9:59 am
Forum: Nations
Topic: Nation Strenght and weakness
Replies: 21
Views: 5060

Re: Nation Strenght and weakness

My thinking on tanks... Historically: 1940: French/British (Somua, Char B, Matilda 2) tanks on paper, slightly superior or on a par with Germans in hard quality and quantity. Char B, Matilda extremely strong armour (Germany had no equivalent heavily protected tanks) So, armour rating for some tanks ...

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