Mraah -> RE: MCS User BUGS (2/22/2008 8:53:04 AM)
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ORIGINAL: scottgibson The transport can see, but not ID anything. The other units has to make a spotting check first, then when the unit is spotted, it IDs the type of unit. Well, once I moved the squad into the same hex as the transport you can see that the transport no longer can see the three other non-ID'd units. If the transport unit had not seen anything in the first place, then the security squad would have been unaware of the three other units. Now, since the player is aware that the 3 other hexes contain a unit, not seen or ID'd at this point, he could direct artillery to those 3 hexes using the squad. If you move the squad back down the hill on the next turn, out of LOS, the transport can once again see the units. It's quite interesting and I understand the design intentions, not being able to use transport's as artillery oberservers but it appears the design backfires and gives the transport a kind of instinct or sixth sense which the combat units do not. Placing a transport on a hilltop far from harms way it can survey the battle field and provide knowledge of enemy locations. This would make a great feature for an Artillery Observer (or any unit with high powered optics) if they allowed the hex containing the "?" to be selectable for an artillery attack. I know you can turn on the option to allow artillery to attack an unobserved hex but that results in unwanted scatter. But, used in conjuction with other ideas, such as adjusting the attack hex or subsequent attacks on a hex, I think it would work well. If this can be done in an update, then I would suggest to Matrix to simplified things and give the transports a firepower factor so they will now be excluded from this change. I've always thought transports should have some kind of firepower capability anyway as they aren't unarmed soldiers. Considering one strength point of a transport equals about 2 men or roughly about 1/6th the firepower of a platoon of men (minus any hard attack and larger soft attack weapons) they could be given a soft attack range of 1, with a soft attack value of 1. I'll toss this idea in the MCS User WISHLIST thread and see what everyone thinks. Rob
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