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Multi Story Buildings and Higher Hills than 20

 
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Multi Story Buildings and Higher Hills than 20 - 7/27/2000 11:10:00 PM   
Epicurius

 

Posts: 44
Joined: 7/24/2000
From: Texarkana, AR
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Does SPWaW have that capability now? If not why? Will v3 have it? If not why?

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- 7/27/2000 11:31:00 PM   
Paul Vebber


Posts: 11430
Joined: 3/29/2000
From: Portsmouth RI
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Multistory buildings are a display problem. Its one of those "its too hard" deals. We can add 3 or 4 other features for the time it would take to add that one. The reason we won't have higher hills is because we feel it makes no sense to include them if they do not have a realistic effect on the game. Yes it mau look cool to have a 100m cliff, but when a unit on the top fires at a unit at the base as if he where "adjacent" at the same level, what is the point". In real life hills channel forces because of the movement restrictions they impose on vehicles, they affect fire by invoking gun depressin and elevation problems, they cause teh ground to "tilt" changing the geometry of combats, and offer differing degrees of cover and sighting advantages. Playing on "escalator step" hills cause few problems where the height is smaller then the size of the hex. When the heights get larger than a hex, then you get a whole host of issues! Simply making hills higher than 30 m and computing LOS from them is a far cry from realistically depicting the tactical limitations and opportunities rugged terrain implies. We may revisit this in the future, but for now we will not compound problems with the current terrain representation, by increasing the vertical dimension. [This message has been edited by Paul Vebber (edited July 27, 2000).]

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- 7/28/2000 1:26:00 AM   
Fabs

 

Posts: 444
Joined: 6/5/2000
From: London, U.K.
Status: offline
I am encouraged by your use of the words "for now". If we must wait a little longer for additional elevation levels to allow for reflection on how best to develop a difficult enhancement I am all for it. I have not tried a game with SPWW2v3's new elevations and so I can not comment on whether they have dealt with this in a clever way or not, save to say that their Cassino maps look simply gorgeous. I do hope that the SPWAW team will rise to the challenge, though. I would be really disappointed if the idea was abandoned. It would be a blow to those of us who are less biased towards armored combat. I appreciate the difficulties involved in what new situations would arise that are manifestly absurd, but to pretend that the world doe not have elevations that stick more than 30 meters out of the surrounding terrain is in itself pretty absurd. I think we all accept that there will be aspects of the simulation that may not be totally accurate. The way in which built up areas are represented is a case in point: no one believes that every European, North African, Russian or Asian village had 50m wide boulevards. We live with this limitation and do not give it too much thought. When representing Bocage, we know that we can not show fields narrower than 100 metres (if you want clear ground between hedgerows, the nearest hedge to the one you are in will be at least two hexes away). We live happily with that. Walls and hedges would be better represented the old "Squad Leader" way, as hexsides rather than hexes, so that you can determine what side of the wall or hedge the unit sits in relation to the direction the fire is coming from. We live happily with that, too. Surely, none of the issues that more elevation levels would produce are incapable of being remedied by some clever coding solutions. The SPWAW team has demonstrated great skills so far. Please don't give up on something that I am sure many will agree would add a lot to an already great game. ------------------ Fabs [This message has been edited by Fabs (edited July 27, 2000).]

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Fabs

(in reply to Epicurius)
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