Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Equipment breakdowns

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> Steel Panthers World At War & Mega Campaigns >> Equipment breakdowns Page: [1]
Login
Message << Older Topic   Newer Topic >>
Equipment breakdowns - 1/16/2001 2:49:00 PM   
FrankyVas

 

Posts: 69
Joined: 6/28/2000
From: Northridge, CA,, USA
Status: offline
I'm playing the long campaign (again) as the Germans. 1st battle, I have 40 T35s. So far, turn 6, 5 of them have had their guns fail. I mean this are 37mm guns, I would think that the gunner could unjam it, which would be the most common malfunction. At this rate by turn 30 I'll have more than half of my guns disabled. I like the fact that equipment can break in battle, I think that small guns like the 37's should be easy to fix. Perhapps if the gun breaks, you loose all shots for that turn and then have a chance to fix it next turn, not just scrap the gun. This chance should go down with the size of the gun and the complexity of the vehicle. Well, this is just my opinion. Frank V.

_____________________________

Post #: 1
- 1/16/2001 4:34:00 PM   
Fredde

 

Posts: 498
Joined: 6/7/2000
From: Goteborg, Sweden
Status: offline
You have a point here.. vehicles get fixed once in a while, but i'm still waiting to see a malfunctioning weapon getting fixed. Jammed small weapons are usually quite easy to fix, machine guns even more so than small guns.

_____________________________

"If infantry is the Queen of the battlefield, artillery is her backbone", Jukka L. Mäkelä about the Finnish victory at Ihantala.

(in reply to FrankyVas)
Post #: 2
- 1/16/2001 11:32:00 PM   
orc4hire

 

Posts: 149
Joined: 7/31/2000
Status: offline
I've had so many weapons malfunction, and never seen one get repaired, that I finally turned the feature off. It was getting silly.

_____________________________


(in reply to FrankyVas)
Post #: 3
- 1/17/2001 12:18:00 AM   
Warhorse


Posts: 5712
Joined: 5/12/2000
From: Birdsboro, PA, USA
Status: offline
me too, although I think in the next patch this was one of the things addressed, don't hold me to that though! ------------------ Mike Amos Meine Ehre Heisst Treue

_____________________________

Mike Amos

Meine Ehre heißt Treue
www.cslegion.com

(in reply to FrankyVas)
Post #: 4
- 1/17/2001 1:08:00 AM   
Sanko

 

Posts: 4
Joined: 12/17/2000
From: TURKU
Status: offline
Mabe there could be an option, that allows you to repair? In that case you would loose action points? At least that could work for some of the units, I think.

_____________________________


(in reply to FrankyVas)
Post #: 5
- 1/17/2001 6:22:00 AM   
Dedas

 

Posts: 106
Joined: 12/19/2000
From: Ucklum, Sweden
Status: offline
Didn`t they have an easy repair kit or something in the tanks, so anyone in the tank could fix the guns or whatever break quickly? Or did everyone in each tank have a mechanic exam on every tank they drove or what...!? Just a thought... ------------------ Glory to the brave

_____________________________

Glory to the brave

(in reply to FrankyVas)
Post #: 6
- 1/17/2001 7:09:00 AM   
Grumble

 

Posts: 471
Joined: 5/23/2000
From: Omaha, NE, USA
Status: offline
IMHO, this is a remnant of ASL which has reared its ugly head in SPWAW... I didn't like the rules then; don't use it now. Given that that each turn is "a few - 7 minutes" then in this space of time crews are doing more than just shooting. As others have said, most stoppages at least for small arms, can be cleared in seconds if not minutes. I think a better way to sim this is to use an existing routine: namely tracking ammo expenditure. By reducing the available ammunition for low-reliability weapons in game terms one makes the same effect. Doesn't matter if you can't shoot due to a "break" or lack of ammunition. [NB For that matter, it works on vehicle breakdowns as well. If one assumes that crews won't drive flat out because their vehicles can't take it, then reduce the vehicle's movement per turn.]

_____________________________

"...these go up to eleven."
Nigel Tufnel

(in reply to FrankyVas)
Post #: 7
- 1/17/2001 7:38:00 AM   
BruceAZ


Posts: 608
Joined: 10/9/2000
From: California
Status: offline
I turn off the command as it was getting silly especially when they were out for the whole battle. ------------------ "The most important element in war is man. And there are no tougher men than my China Marines." Major Gen. Archer 'Archy' Vandegrift, 1st Marine Division

_____________________________


(in reply to FrankyVas)
Post #: 8
- 1/17/2001 7:40:00 AM   
Wild Bill

 

Posts: 6821
Joined: 4/7/2000
From: Smyrna, Ga, 30080
Status: offline
Excessive breakdowns do tend to take from the game. I would agree that some gun breakdowns might have a higher ratio of repair possibility. I hope it is addressed in 4.6. Wild Bill ------------------ In Arduis Fidelis Wild Bill Wilder Coordinator, Scenario Design Matrix Games

_____________________________


In Arduis Fidelis
Wild Bill Wilder
Independent Game Consultant

(in reply to FrankyVas)
Post #: 9
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [World War II] >> Steel Panthers World At War & Mega Campaigns >> Equipment breakdowns Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.875