G_X
Posts: 518
Joined: 7/7/2002 From: Atlanta, Georgia Status: offline
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As to Issue 1... This has to do with the fact that if you force a crew to bail out from their vehicle (Either by them getting fired on and bailing, or by you bailing them out) They are no longer a combat effective vehicle, so this is not a bug in any way/shape/form, and they are losses. Besides, if I was a tank commander and saw my Tank crews hopping out and taking walks around the tank in the middle of a fight, they'd find themselves back home in a prison camp for not doing their job. Easy solution, don't take all tanks, take a few Artillery FOs or something, and load them onto the decks of your tanks, when you need some Infantry-Quality eyes, these guys are the best, you just have them unload, do what they need to do, hop back on the tank deck, and you move on. As to Tournaments and such being shifted by this rule...I highly doubt that it would really come into play, if more people used their tank crews for scouting, (Errr...I still think it's dumb...) then maybe. Issue Two! I use the Fix All button during campaigns (I always have more than enough points to repair everything, seeing as I don't play a "Throw it at the enemy" game...) It repairs all the units that have damage on them, simple as that. As for changing and such, If I was doing a Co-op campaign, I'd just write down which units I wanted changed (Say, my 2nd Panzer Company changed from PzIIIf's to PzIIIj's) And whoever could do the changes would have to do it, heh. I always rename my units for organizational purposes in campaigns, I split my Panzer Companies up and renamed them, and then have a quasi-database, just a sheet of paper, and write down what they're all equipped with, I never mix tanks in a company unless the company has a CS detachment or something, and for Infantry I just write down the orginizations of each group, which isn't hard for me, just a few extra minutes of work at the begining of the campaign.
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