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Steel Beasts: Content Wish List

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I´m probably wrong, because I´m fairly new to this game, but the combination shift+arrow is the one that I was referring to, and it orders the gunner to scan that sector for just some seconds (10 or so). After that it returns to its normal front sector. The idea´d be to keep this as it is, as is very useful, but to add other command to order gunner, like ctrl+arrows, to scan permanently a certain sector. In that way you could tailor the surveillance sector for every vehicle within a formation or keep the proper one when the vehicles are all manned.

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In the original Steel Beasts, I seem to recall that certain sounds, most notably the sound of the loader doing his work, were audible from outside the vehicle.

I'd like an "Internal Sounds in External Views" slider to allow us the option to hear a little bit of what's going on inside our tank, particularly when we're in the overhead cover hatch positions, and perhaps to make those sounds fade away so that openining the hatch completely or moving higher up in the hatch makes them more quiet.

 

 

And finally...Even though I've asked for this before, and the current system is though to be far far superior, I really do want to see an option to have dismounted infantry behave in a manner similar to the old system.  Sometimes I just want to throw together a quick and dirty scenario and it would be nice to be able to tell the troops to "GET OUT!" and have them automatically fan out and move with their PC's.

 

 

10 hours ago, Ssnake said:

Originally we did not implement it when we had but the Leo 2 and the M1 as playable vehicles simply because the back deck clearance makes engagements to the rear impossible in most cases.

Yup...I can recall one very panicked play through of the scenario "A Village Called Netreba" in the old SB where I was trying to use the high arc of HEAT rounds to get around the rear deck clearance and lob them at the charging Reds.  Not sure it worked very well!

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1 hour ago, Maj.Hans said:

I really do want to see an option to have dismounted infantry behave in a manner similar to the old system.  Sometimes I just want to throw together a quick and dirty scenario and it would be nice to be able to tell the troops to "GET OUT!" and have them automatically fan out and move with their PC's.

Yeah... we had a nice but primitive automatic behavior. Then came the refinements. After the refinements, the exceptions to the rules. Then the xceptions to the exceptions, and the special cases. At some point the constant tinkering broke it to the point where nobody could read the code that was originally written, so we have to start all over. But people wanted to have things scriptable. So that's then what we concentrated on.

In the meantime we have worked on getting more (semi) autonomous behavior going, mostly to address idiotic behavior. When done we can start expanding this and adding more and more cases of automatic responses and routines. But this time we'll make sure not to end in a similar situation as before, which takes time.

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16 hours ago, Ssnake said:

Yeah... we had a nice but primitive automatic behavior. Then came the refinements. After the refinements, the exceptions to the rules. Then the xceptions to the exceptions, and the special cases. At some point the constant tinkering broke it to the point where nobody could read the code that was originally written, so we have to start all over. But people wanted to have things scriptable. So that's then what we concentrated on.

In the meantime we have worked on getting more (semi) autonomous behavior going, mostly to address idiotic behavior. When done we can start expanding this and adding more and more cases of automatic responses and routines. But this time we'll make sure not to end in a similar situation as before, which takes time.

 

Very understandable, especially from a code-mess point of view.

 

I'm looking forward to seeing what you come up with.  In terms of scenario building, the old system wasn't perfect, but at least I could easily organize a very simple "line of troops marches ahead of line of PC's" type attack that made a convincing representation of a whole mess of angry soviets coming after you.

 

This is something that I can and have scripted around, so it's less of a problem, although sometimes it requires more effort to ensure that I don't have all troops simply converge in the middle of the line or wedge of PC's and all end up clustered in one giant ball.

 

I think it's actually during missions that I miss having something simple and primitive at my disposal, like an easy way to go "Oh crap, we've blundered into enemy troops, everybody get out and stay 100 meters ahead of their PC!"

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Marder IFV *with* a working, vehicle mounted, MILAN-2 launcher:

1. Even IF it has to be a separate vehicle.

2. Even IF only the AI can use the missiles.

3. Even IF it has to be implemented incorrectly.

4. Even IF the whole separate vehicle is only AI.

 

In all seriousness this is really killing me that every time I make a scenario with Marders they have to be treated like glorified M113s and can't be relied upon to fight off a T-55...  I know there is a technical problem here and choices blah blah blah but C'mon, gimme some MISSILES!

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4 hours ago, Gibsonm said:

 

Like this you mean?

 

SS_19_49_11.thumb.png.2834f3aa0d4f6d5df22bbc8e6b3d631c.png

For Challenger 2. And machine gun M240 with telescope on this tank.

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2 hours ago, Rad said:

For Challenger 2. And machine gun M240 with telescope on this tank.

 

I think the Loader's weapons (Along with the Commander's use of personal weapons like sidearm and/or carbine) would be in the category of "nice to have" for me, but I think this is sadly something that the ProPE team has kinda put on the back burner for now.  Even if these don't get modeled, perhaps in the future we'll have a key command similar to the ALT+B for infantry hatches to tell our loader to get up out of the hatch and shoot.

 

Having said that, I'll second this for "some point in the future".  I'd like (as a human TC) to be able to pull out an M4/M16/G3/AK5/whatever and engage sometimes.  Perhaps this kinda thing can come along with the ability for us to shoot our own weapon when commanding an infantry squad?

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I would like to have Extra Wide Formations for those desert scenarios where one company attacks on line and covers ~5km wide of ground.

 

 

Edited by stormrider_sp

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I'd like vehicles to have individual markings so you don't see enemy tank No. 243 over and over again which causes a bit of suspension of disbelief.

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7 hours ago, ChrisWerb said:

I'd like vehicles to have individual markings so you don't see enemy tank No. 243 over and over again which causes a bit of suspension of disbelief.

 

+1. A unit number randomiser is much needed.

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1 hour ago, wildbillkelsoe said:

 

+1. A unit number randomiser is much needed.

What you really mean is several "unit number randomiser"s since almost every country has a different call sign numbering scheme.

 

Edited by Gibsonm

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51 minutes ago, Gibsonm said:

What you really mean is several "unit number randomiser"s since almost every country has a different call sign numbering scheme.

 

A not correct, but at least somewhat immersive way would be to have the callsign templates show up on the vehciles as decals. This will not be fitting for all nations...but a somewhat doable solution.

 

The chevron for company ID is also somwhing rather widely used nowadays... add a STANAG platoon/vehicle symbol on the turret back and you'll have a solution that be workable for the game.

Given, it would not be a correct  solution for all militaries training software.

 

 

 

 

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3 hours ago, Gibsonm said:

What you really mean is several "unit number randomiser"s since almost every country has a different call sign numbering scheme.

 

 

red t-shirt 1,2,6,8,3,5,9,0,etc..

blue t-shirt 4,2,1,7,8,0,6,4 etc...

 

so yes you got it right..

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