WW2'er -> Vehicle Breakdown Recovery Time? (8/10/2000 6:09:00 PM)
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Ok, I found the following update on Fabio's site and wanted to bring it up for discussion before 3.0 comes out. Please read and then see follow-up thought below. This is one feature planned for 3.0 in conjunction with vehicle breakdowns/immobilization.:
"6. Immobilized vehicles will now attempt to repair the damage each turn. In order to make the attempt, the crew must be in the vehicle and not buttoned up or have any suppression. Since immobilization damage can be as simple as a loose spark plug wire or as complex and time consuming as replacing tracks, which can take hours, repair times will vary. Usually, however, it will take an average of 20 turns for an experienced crew to affect repairs. The player will be informed when repairs are completed. Since the repairing unit must be at zero suppression, this will allow even a single machine gun or infantry squad to keep repairs from taking place by firing every turn at the vehicle and pinning the crew inside."
Let me first say that I like the idea of the new vehicle breakdown rules and REALLY like that it will be able to be toggled on or off. However, my question would be, is an AVERAGE 20 turn repair time by an experienced crew too long considering the length of most scenarios in SPWAW? While it is certainly a "realistic" time period for repairs, how many scenarios are long enough to have a vehicle breakdown on say, turn 5, then be repaired 20 turns later (20 turns of zero suppression)and still have time to get into position to have an effect on the outcome of the battle? My thought is, given the length of most scenarios/battles, wouldn't an average repair time of 10 to 15 turns be better in terms of "playability"?
I'd be interested in other people's thoughts on this.
Once again, thanks Matrix folks for working so hard to give us all these great new features!
WW2'er
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