CoffeeMug
Posts: 95
Joined: 7/13/2004 From: Frankfurt/M, Germany Status: offline
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Heya guys, yesterday my poor platoons of Jägerbattaillon 522 were dug in and were defending a village in positions at the outskirts of the village. Now, as you expect, RED forces assaulted through the forests and opened fire on my precious platoons. It did not take much time, that I could hear the sorry sound of my exploding M113s. Two platoons lost in no time. You can imagine that I am not really happy about the fact how easy it was to annihilate those platoons in an environment that gives disembarked infantry the maximum protection: houses, cellars and streets. Of course, it can be coincidence that my platoons were wasted, but I suspect, please correct me, that the model how MechInf is operating in FPG 1.0. Infantry groups belong to their vehicles. When vehicles are destroyed, the passengers are dead, too. I am all with the developers, that the passengers share the same fate when the platoon is moving and in the transition from MOVING to HOLD or SCREEN. But when HOLDING, the grunts always dismount when fighting is probable. When the grunts are dismounted, the vehicles usually seek cover nearby waiting for orders the fetch the infantry men. That reduces the destruction of the vehicles bigtime. I would like to suggest that the way MEchInf is modelled should be dependent of the current status of the platoon. When the platoon is moving or transiting to HOLD or similar, then the old way could be kept. But when the MechInf is defending, the probability of a step reduction should be increased depending on the terrain. The destruction of the vehicles should be reduced and in the case of an overrun should be the same as in the open terrain. When assaulting, a future feature should be to be able to choose between "LEG ASSAULT" (e.g. through woods and urban terrain) and "MOUNTED ASSAULT" with the according speed and kill probability. Your thoughts, gentlemen? Cheers, CM
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