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Mike Wood- Terrain not suitable for tanks?

 
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Mike Wood- Terrain not suitable for tanks? - 10/5/2005 6:06:56 AM   
Major Destruction


Posts: 881
Joined: 8/10/2000
From: Canada
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One improvement to map design would be the inclusion of a terrain set that does not permit vehicular travel.

Akong the lines of shallow water- water- deep water, we could have

light snow- heavy snow- impassable snow drift

OR

soft ground - heavy ground - deep mud

OR

wooded ground - thick forest - impassable forest

As things stand, any terrain is passable by vehicles. In WW2, roads were often the only means of passage and in some instances, even mules had hard going through mountain trails.

With variable degrees of passability, map making (and the resulting battle experience) would enjoy a new dimension of creativity.


Mike, is there any hope of seeing some new developments in terrain features?

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RE: Mike Wood- Terrain not suitable for tanks? - 10/5/2005 2:11:12 PM   
Goblin


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Joined: 3/29/2002
From: Erie,Pa. USA
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Major D makes a good point!

Unusual, but bound to happen eventually.



Goblin

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RE: Mike Wood- Terrain not suitable for tanks? - 10/5/2005 3:58:04 PM   
Mike Wood


Posts: 2095
Joined: 3/29/2000
From: Oakland, California
Status: offline
Hello...

Not any time soon. Did add a couple terrain types that vehicles could not traverse, when wrote game.

Bye...

Michael Wood

quote:

ORIGINAL: Major Destruction

One improvement to map design would be the inclusion of a terrain set that does not permit vehicular travel.

Akong the lines of shallow water- water- deep water, we could have

light snow- heavy snow- impassable snow drift

OR

soft ground - heavy ground - deep mud

OR

wooded ground - thick forest - impassable forest

As things stand, any terrain is passable by vehicles. In WW2, roads were often the only means of passage and in some instances, even mules had hard going through mountain trails.

With variable degrees of passability, map making (and the resulting battle experience) would enjoy a new dimension of creativity.


Mike, is there any hope of seeing some new developments in terrain features?




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RE: Mike Wood- Terrain not suitable for tanks? - 10/6/2005 1:14:38 AM   
Alby


Posts: 4855
Joined: 4/29/2000
From: Greenwood, Indiana
Status: offline
In Flashfyres new Terrain graphics there is terrain that Tanks cannot go thru.


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RE: Mike Wood- Terrain not suitable for tanks? - 10/6/2005 6:17:54 AM   
tracer


Posts: 1865
Joined: 11/22/2000
From: New Smyrna Beach, FL USA
Status: offline
I just add 'boulders', but having a specific 'non-vehicular' terrain-type would be great.

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RE: Mike Wood- Terrain not suitable for tanks? - 10/7/2005 7:33:42 PM   
RockinHarry


Posts: 2963
Joined: 1/18/2001
From: Germany
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I agree with all what Stuart mentioned. AFAIK it was stated earlier (in 2001 or 2002) that more difficult terrain or higher breakdown chances would make the game unplayable for large parts of the community. (Imagine the majority of your forces stuck in mud or broke down in forests ect.) Another issue was that to make it most realistic, each vehicle needs it´s own breakdown modifier for the many vehicles different off road capabilies.

A comparatively easy solution (to please the grogs) would be to set current breakdown chances as standard and implement more realistic ones that can be switched on or off in PREFERENCES screen (REALISM-Vehicle Breakdown On/Off). A Breakdown chance slider would be cool as well, but would require to add stuff to the interface.

Actually there is no impassable (to AFV´s) forests. There´s just a largely increased breakdown chance, that not just affects mobility, it affects realistically possible gun or gun traverse damage as well. It is known that the russians oftentimes moved there armored stuff, where the germans assumed "tank proof" country! Nonetheless, I think that "swamp" terrain (or marsh) would be impassable to vehicles in every case, unless some sort of paths (corduroy road) or improved roads negate the terrain.

Another cool feature would be to allow engineers to help vehicles traverse difficult terrain, although the time necessary might be outside the scope of a normal SPWAW game. But since engineers can make paths through mine fields in a matter of few turns, something similar could be implemented for breaking paths through difficult terrain IMO!

Scenario makers can layer different terrain types to achieve the effects Stuart mentioned, but this would be off topic.

Some general hints:

Create Deep snow: Make a winter map and turn the Mixed hexes to mud in WaWMapEd.
Thick forest: Mix with rough or other heavy terrain like rocks, bocage ect.
Impassable forests: Frame with invisible Boulder to deny passage to vehicles.
Muddy roads: Simply Mud and Path. A Stuck is almost ascertained.


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