CapnDarwin
Posts: 8467
Joined: 2/12/2005 From: Newark, OH Status: offline
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MarneTanker, Thanks for the feedback. We do get inputs from those who served in the 80 on both sides of the fence and we value that input. We also have Steve the "Mad Russian" who was an engineer in the 80s over there on the team. As for the questions, here goes: 1. Right now all engineering functions are abstracted. When units "hit" a minefield we have a delay while those mineclearing assets do there job and clear the obstacle. We do plan to expand engineering functions and add in discreet equipment down the road. 2. AD has some minor issues right now and hopefully the 2.03 update that is in the works fixes some of that. There were a couple code issues that hampered the AI with manpads and I have tweaked up the attack values on AD SAMs a bit to better reflect the warheads. This should help most systems. We are also looking into an issue with unit function getting incorrectly assigned in certain situations and this may be the cause behind unit like the Vulcan sitting idle in some cases. As for overpowered Soviet units, that's had to say. I have seen some long range shots on occasions but they have had a chance via LOS to spot. We do give helos NOE and pop-up stance consideration. At the end of the day stuff happens. 3. True, but to have a playable "game" you have to give the AI a fighting chance. We decided before launch to fix obstacles/mines to keep players from doing exactly what you are saying. You can do some approach denial by using arty mines if you have them. I think more of this will fall into place as we add discreet engineering functions. 4. All of these points are in the combat model. NATO tanks will shoot further hit more and can see at night and through smoke with thermal sights. It is this tech advantage that keeps them in the fight being outnumbered in most scenarios. We also take into account crew quality, readiness and morale of the force as the battle goes on. 5. The AI does look to make good shots with the correct weapons but it is also capable of taking the odd bad shot and the odd amazing shot based on the units state. As for tanks being underpowered, in what ways? 6. The game has both off map and on map arty assets. They will fire on located HQs and also located units. We do have plans to expand the detail in this area and reworking and adding back in pre-planned fires is something on our wish list. Alas only so many free hours in the week. 7. A lot of that is already there. Hold will dig you in. Screen is more for mask and shoot and move. One thing we want and many others is better defense orders (fallback) and orders for ambush (shoot if situation is right) kind of additional orders. There are several threads on this in the forum. 8. Simple answer abstracted out. Logistics is a world unto itself. We allow for emergency resupply and we are not tracking fuel rates. When you order a Resupply you are getting that quick pause to refuel and rearm. The most logistical we get is in campaigns when you decide repairs and replacements for he next fight. 9. A lot of various discussion on this subject abound. Which T-80. I would say you are right if we are talking T-80As or Bs, but less of a sure thing with BVs and Us. We do a good job of modeling in the effects of ERA on both HEAT and AP rounds. We do take into account, movement, stability, fire control, crew, weather, range, elevation, smoke, and cover to name a few things when combat occurs. 10. Again an area everyone wants enhanced. #1 wish list is to have independent orders for each waypoint. Timing can already be adjusted by right clicking a waypoint to bring up the editor. This is an area we will be looking to expand in a future release. Hopefully that answers some of the questions. Feel free to ask more. Check out the forums, we have a lot of very good info in here. Enjoy the game and we will be working to add content and make it better as we go. Thanks!
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OTS is looking forward to Southern Storm getting released! Cap'n Darwin aka Jim Snyder On Target Simulations LLC
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