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 Post subject: Re: Suggestions
PostPosted: Wed 6 Jun 2012 13:10 
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Joined: Sun 6 Nov 2011 00:00
Posts: 6523
derpcannon BG wrote:
If there is WEE 2, hope it features a hardcore mode with the following:
realistic weapons ranges
destructible enviroments
new theatres of war
effects of reactive armor, hard kill systems and ECMs
Paradrops
15 times bigger maps
towed arty
towed or static AA
realistic unit protection, accuracy and armament
sniper inf. units
infantry mortars
CAS, fighter cover and ground controlers
armor and penetration measured in mm
radar search vehicles
realistic costs(abrams costs 3 times more than a T-64)
smoke
chemical warfare

I would add:
- realistic subunit AI for the company and maybe battalion level.
- realistic simulation of projectiles (missiles specifically)
- realistic automated control system simulation (TacFire, IADS)
- redone armory/reinforcement mechanic to work with company/platoon level units.

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 Post subject: Re: Suggestions
PostPosted: Wed 6 Jun 2012 13:28 
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That was soooo easy
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Joined: Thu 30 Jun 2011 22:37
Posts: 1107
Location: Russia
ikalugin wrote:
derpcannon BG wrote:
If there is WEE 2, hope it features a hardcore mode with the following:
realistic weapons ranges
destructible enviroments
new theatres of war
effects of reactive armor, hard kill systems and ECMs
Paradrops
15 times bigger maps
towed arty
towed or static AA
realistic unit protection, accuracy and armament
sniper inf. units
infantry mortars
CAS, fighter cover and ground controlers
armor and penetration measured in mm
radar search vehicles
realistic costs(abrams costs 3 times more than a T-64)
smoke
chemical warfare

I would add:
- realistic subunit AI for the company and maybe battalion level.
- realistic simulation of projectiles (missiles specifically)
- realistic automated control system simulation (TacFire, IADS)
- redone armory/reinforcement mechanic to work with company/platoon level units.

It will be simulator for army use. Normal average player can't play this.

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 Post subject: Re: Suggestions
PostPosted: Wed 6 Jun 2012 14:33 
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Joined: Sun 6 Nov 2011 00:00
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Romiros wrote:
It will be simulator for army use. Normal average player can't play this.

Some of those features are already in games such as Ahtung Panzer, Lock On, MWM for WiC.

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 Post subject: Re: Suggestions
PostPosted: Wed 6 Jun 2012 15:57 
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Joined: Wed 6 Jun 2012 15:37
Posts: 13
Location: Romania, Iasi
Uhm, here are some things I would like to suggest:

1. Display a visibility radius when hovering over a unit with "display information" activated, as well as differential range radiuses for the various weaponry a unit might have, like R.U.S.E. has.
2. Unit behaviour toggles, like "pull away and fire at the same time", "close in to engage" or "engage while stationary", a designate "FOB" for supply units and helicopters with an added "resupply at designated FOB" command.
3. Artillery pre-sighting. While in range of a recon unit, a volley of artillery shots on an area will make any subsequent targeting on the same area faster.
4.Wildfire (or what should I call it) should have an effect on units passing through it, maybe a destructive effect for unarmored units.
5. Atgm strikes on a stationary target that has remained stationary since the first lock on should be subject to corrected fire when fired upon by the same unit. Also, recon units could be able to track and correct fire solutions for a selected target for all allied vehicles situated in grid proximity.
6. Maybe enable a form of fast movement (limited of course) for small country roads, not just highways.


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 Post subject: Re: Suggestions
PostPosted: Sun 10 Jun 2012 20:03 
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Joined: Fri 9 Mar 2012 21:37
Posts: 283
Romiros wrote:
ikalugin wrote:
derpcannon BG wrote:
If there is WEE 2, hope it features a hardcore mode with the following:
realistic weapons ranges
destructible enviroments
new theatres of war
effects of reactive armor, hard kill systems and ECMs
Paradrops
15 times bigger maps
towed arty
towed or static AA
realistic unit protection, accuracy and armament
sniper inf. units
infantry mortars
CAS, fighter cover and ground controlers
armor and penetration measured in mm
radar search vehicles
realistic costs(abrams costs 3 times more than a T-64)
smoke
chemical warfare

I would add:
- realistic subunit AI for the company and maybe battalion level.
- realistic simulation of projectiles (missiles specifically)
- realistic automated control system simulation (TacFire, IADS)
- redone armory/reinforcement mechanic to work with company/platoon level units.

It will be simulator for army use. Normal average player can't play this.

For some reason there havent been any fully realistic RTS games out there unlike in flight simulators and tactical ones like arma. If such a game the forsaid features is releasesd it will be the first of its kind.


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 Post subject: Re: Suggestions
PostPosted: Sun 10 Jun 2012 20:13 
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Joined: Fri 9 Mar 2012 21:37
Posts: 283
ikalugin wrote:
derpcannon BG wrote:
If there is WEE 2, hope it features a hardcore mode with the following:
realistic weapons ranges
destructible enviroments
new theatres of war
effects of reactive armor, hard kill systems and ECMs
Paradrops
15 times bigger maps
towed arty
towed or static AA
realistic unit protection, accuracy and armament
sniper inf. units
infantry mortars
CAS, fighter cover and ground controlers
armor and penetration measured in mm
radar search vehicles
realistic costs(abrams costs 3 times more than a T-64)
smoke
chemical warfare

I would add:
- realistic subunit AI for the company and maybe battalion level.
- realistic simulation of projectiles (missiles specifically)
- realistic automated control system simulation (TacFire, IADS)
- redone armory/reinforcement mechanic to work with company/platoon level units.

let me add some of my ideas:
realistic troop capacity for different APCs, IFVs, helos,etc.
fireports enabling loaded infantry to fire from vehicles that have them
scud weapons(nonnuclear)
airburst option for arty
NBC systems taken into account
caoxial and AA MGs to be differentiated
realistic ROF(ranging up to 5000rpm for \certain gatlings)
static AA positions
option for infantry to ride on the back of tanks(if the doctrine permits)
option for adjusting shell spread for arty
sniper teams and LMGs in squads
mine sweeping
ability to set up trenches and barricades
more ideas coming soon...


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 Post subject: Re: Suggestions
PostPosted: Mon 11 Jun 2012 14:22 
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Joined: Sun 25 Mar 2012 13:51
Posts: 123
The ability to create "packages" of units that can be called out instead of singular units
It adds an extra tab in the deployment menu called packages that deploys user created preset builds of units
would allow you to create modules of certain units you can add whatever units you like to the package and then can call it in during or before the battle for example you could have an AA package which contains 2 marder roland 2s and 2 pivads or something like that so you could quickly set up your army depending on your map and opponent

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 Post subject: Re: Suggestions
PostPosted: Mon 11 Jun 2012 14:53 
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Joined: Tue 8 Nov 2011 22:40
Posts: 1264
That would be rather bulky and inflexible. It is also made mostly redundant by the ability to use the shift key to deploy multiple instances of a unit.

Hotkeys for deploy menu navigation would be nice though. Maybe press and hold Alt and then navigate the menu with [1-7](for unit class)+[1-5](for unit)+[1-9](for variant)+[1-5](for experience) and repetition of the last key to deploy multiple units in a group. To go backwards in the menu press § (or watever key you have left of the 1). To close the menu release the alt-button . A small visual number would also be nice to have on each menu option to make learning easier.

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 Post subject: Re: Suggestions
PostPosted: Tue 12 Jun 2012 17:29 
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Joined: Mon 13 Feb 2012 23:15
Posts: 966
I would love a "no supplies" gamemode. It's easiest done by giving everything infinite fuel and removing all supply units (and the free FOB) from decks. It'd be nice to think about the value of a target and whether it's worth it to kill it.

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 Post subject: Re: Suggestions
PostPosted: Wed 13 Jun 2012 21:08 
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Joined: Tue 12 Jun 2012 07:12
Posts: 11
Location: Soviet Russia
It will be good, if accuracy of T-72 line increase... Now T-72 almost pointless tank, not worth its points... T-55 or T-62 are cheaper, and T-64 or T-80 are more effective. T-72 line is almost worthless now... So decreasing of costs or increasing accuracy on 2 or 3 points will be good...
Also it will be good to see more adequate armoring of tanks... T-64 have better armor than T-72, because T-72 was "cheaper, easer to use but worse stats tank" than T-64... Also, will be good to see T-72B with ERA...

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