zaxilon -> An old Grunts 2 cents worth. (3/30/2002 7:08:06 AM)
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OK I will take a crack at it. I think for the most part you answered your questions with respect to armor thickness and the superiority of one model over another. This is one aspect of this game which separates it far and above from most of the games out there. If you are well read on the equipment and troops you can simulate it here. This game offers poweful editing tools for customizing of units. There is an editor floating around out there that lets you edit units at the most basic level. I dont know if this is included in the later versions. You can edit armor slope and thickness, as well as every other aspect of each unit in the game and create your own equipment. Things like rate of fire of each weapon, speed in various terrains, target size, etc... are just a few. I wonder if this editor will work on all versions of the game. I hope so. If anybody out there know the answer please respond. When it comes to ordering one piece of equipment over another with respect to which is better there are several factors which set them apart. As for what the effect of different features of one model as compared to another model are I think you need to look a bit closer. Speaking about spotting, the addition of crewmen doesnt necessarily mean better spotting unless there are viewports in the vehicle that were not being utilized because of the number or the crew. More basically put if there are 4 viewing stations in a particular tank and you increase the crew from 4 to 6 you dont enhance the spotting capability of the tank. However if you had increased the crew from 3 to 4 in that vehicle then perhaps you may have inhanced it spotting capability. As for loading and rate of fire, yes it does make sense that if there was not a "Loader" in the crew and you add one then you should be able to load quicker and then fire quicker. This should increase your overall rate of fire. But perhaps the loader is not the limiting factor in the rate of fire. I think a closer look at the crew and how they perform their duties in one model as compared to another model may show another reason why rate of fire is not enhanced. Consider overcrowding in the vehicle with the added crewman. I dont know but I am just applying some logic. I think a lot depends on how the crew is organized and what the crew compartment layout is. Sometimes less people are quicker than more. As for the ammunition, well I think a closer look at balistics and the particular rounds will show the critical difference. One thing to keep in mind is that just because the piece is that way in this game does not necessarily mean it is accurate. I am not hacking any of the developers here. Just pointing out that when you create something like this you have to give and take and trade off on things to make it all work. But they were foresightful enough to give us some powerful editing tools so that we could simulate what we invision. So for example if you find data to support that one weapon should have a higher penetration at some particular range or that some armor slope should deflect better then you can edit it that way. I think that the creators of SPWAW were wise enough to realize that they only had so much time that they could put into researcing all the possibilities and that they had to put a lid on it somewhere. They also knew that many of us maticulously research and catelogue the equipment, troops and battles and will want to simulate different aspects of different things. Wisely they provided us with editing capabilities to truely create. Later, Zaxilon :D
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