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Steel Beasts: Content Wish List


Azure Lion
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This might be several versions off, but ....

Is it ever going to be possible to integrate the graphics and the tactics?

At the moment I draw say an ABF orientated in some direction. To support that I then need to create a route and set a tactic and orientation to suit.

Might it be possible to draw the graphic and then with the unit create the route to the symbol and then the symbol drives the orientation and tactic?

Similarly say a "Clear" graphic would have the units dismount their infantry and conduct fire and movement in the direction of the graphic with the dimension of the graphic determining the frontage and limit of clearance?

If you commited two Platoons to the task they'd each be on a smaller frontage than if only one were comitted, etc.

Boundaries might even block a unit's path, or is that going too far?

It would mean that trainees could transcribe their overlays and have them executed and it would also allow "casual" (non uniform) players to learn and take advantage of the built in control measure graphic library.

Just a thought.

That what the french army use for high level training.

the heart of the software is Masa Sword

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And now they have developped a new tool to implement this in others simulation sofware Masa Life.

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Grenny:

off course the point of embarkment would be protected by a security force. That would present the challenge -- together with preserving enough ammunition on the attacker's side to destroy the off-loaded AFVs before they manage to load ammunition and turn from "defenseless sitting ducks" into "scores of fresh enemy tanks".

Race into depth of enemy's territory + tactical "when-to-reload" scenarios + race with time.

But as for "AFV are not supposed to teh frontline" - for A), I didn't say frontline, but Soviet OMG/Czechoslovak OMS were supposed to race far behind FEBA and attack just such targets; it would go the other way too.

Actually, this is exactly what I had in mind: to juice up my mission by having the BLUFOR defend off-loaded, so-far-defenseless AFVs against REDFOR advanced groups while repulsing the main atttack.

And as for B), there are still those crazy railroading-into-enemy's- scenarios like in Harold Coyle's "The Ten Thousand".

Tacbat: that would be hard to impelement, I believe. Unlike dummy, immobile 3D models... That's why I asked the latter and not the former, because we all know how overloaded eSim are.

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Grenny:

But as for "AFV are not supposed to teh frontline" - for A), I didn't say frontline, but Soviet OMG/Czechoslovak OMS were supposed to race far behind FEBA and attack just such targets; it would go the other way too.

Actually, this is exactly what I had in mind: to juice up my mission by having the BLUFOR defend off-loaded, so-far-defenseless AFVs against REDFOR advanced groups while repulsing the main atttack.

Who said they would have ever got this far ;-)

Anyway, it is an option that could make an interessting scenario (given that there is a way of simulation the true challenges of railway...of/unloading in steelbeasts)

but then you'd have to concentrate on that. With pro PE's map size limits you will not get the FEBA and the "unload point" onto one map.

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Well, it would be possible to use a long but rather narrow "strip" of a map and scale-down the ranges a bit...

As for simulation of unloading, I believe it would suffice to have empty flatbed railway cars and AFVs with very little fuel and no ammo parked in very concentrated columns just next to them, with refuel and ammo trucks nearby.

Or maybe, there could be an ammo/ISO container railway coach, equally static and un-creqable as traditional ISO containers, just with SW class partially inherited from resupply trucks and partially from ISO containers SB already contain. Few hours work tops, I'd say.

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and a dismounted Reconciles Rifle.

And Anti Tank guns.

T-12 100mm, for example.

my bold ;-)

+1!

Dismounted/towed guns would be realy interesting.

Those AT-guns are a very small target and have a "long arm"...They'd show the Tankies how necessary own mortars and artillery are :-D

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my bold ;-)

+1!

Dismounted/towed guns would be realy interesting.

Those AT-guns are a very small target and have a "long arm"...They'd show the Tankies how necessary own mortars and artillery are :-D

You would spot them if your Tank was equipped with a thermal camera.

It would be interesting though, If the new engine would allow for camouflage concealment

And a player was in AFV with out a thermal camera.

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You would spot them if your Tank was equipped with a thermal camera.

It would be interesting though, If the new engine would allow for camouflage concealment

And a player was in AFV with out a thermal camera.

I suspect given that it has almost no thermal signature (no engine, etc.) and properly sited with a typical TI reflective camo net, you still get results similar to the part in "A Bridge too Far" when XXX Corps starts up the one road.

Its after that fixed fight when the gun has to bring its tractor foward limber up and relocate that it all gets "interesting". :)

Even without the net, with some players wedded to the TI view and not wishing to use the normal view, could well find detection difficult.

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You would spot them if your Tank was equipped with a thermal camera.

It would be interesting though, If the new engine would allow for camouflage concealment

And a player was in AFV with out a thermal camera.

The thermals in SB are bit to much "allseeing eye".

If the crew does their shit right, they'll a very little thermal signature. The first thing a tank crew could spot...is the muzzle flash. (again, only true if the gun crew makes no mistakes)

The propper use of recon assets and indirect fires could be encouraged with these threats present :-)

But then again: SB lacks a dynamic thermal model. So the AT- gun barrel will not turn hot after the first round. That is a limit.

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The thermals in SB are bit to much "allseeing eye".

If the crew does their shit right, they'll a very little thermal signature. The first thing a tank crew could spot...is the muzzle flash. (again, only true if the gun crew makes no mistakes)

The propper use of recon assets and indirect fires could be encouraged with these threats present :-)

But then again: SB lacks a dynamic thermal model. So the AT- gun barrel will not turn hot after the first round. That is a limit.

When you say proper use of assets do you mean pre-emptive arty strikes on suspected Enemy AT positions. Or would the recon units spot and report first

But back on topic I think they towed arty would make for a really enjoyable addition for

SB, MP Missions.

I just could just imagine trying to unlimber a battery of guns

fire a couple of salvo's hook the guns back up (shoot and scoot)

All while under possible enemy counter battery fire.

The soviets had a lot of specialist vehicles dedicated to triangulating where the Arty fire was Coming from.

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Just because the do in World of Idiots doesn't mean they do, or at least that often, in RL.

+1

Thus I see little reason why to support crazy driving. Also in sim you lack your sense of vehicles angle and velocity. So I prefer this sim being forgiving for one who sticks too much on TI view.

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I did see this recently:

Sure it can happen but it doesn't mean its a routine event.

I mean there are also those pictures of an IDF vehicle with the barrel impaled in the ground because they went across a road cutting (I think/hope at night).

I think I've had one vehicle roll over in the units I've been in and heard of maybe 3 or 4 others across the fleet in the wrong side of 30 years.

All the result of either poor terrain choice or mechanical failure (diff lock, locking a track, when moving at say 40kph)

As for lighter vehicles again it might happen that once in a while the blast might cause it to roll onto its side but I think the chances are pretty low (no doubt someone will now find a YouTube video somewhere for that too. :)) to the point where its not worth the programming resources to model.

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Don't know if it has been already touched : could it be possible to have more information about enemy by TIC?

I mean: direction, possible destination, formation, possible intentions? Maybe sometme incorrect too, just to simulate the usual fog of war.

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Don't know if it has been already touched : could it be possible to have more information about enemy by TIC?

I mean: direction, possible destination, formation, possible intentions? Maybe sometme incorrect too, just to simulate the usual fog of war.

Well, you can write that information into the briefing when scripting a mission.

And es the player of a mission, these are the thning you need to find out from whatching the enemy.

(Or did I misunderstand the question)

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Also if you are playing with enemy map updates "on" you are arguably already seeing a bunch of information that is often not instantly available to a RL commander.

The Red icon on the screen gives you:

Their location

Their orientation to you

The type of unit (from what the symbol is)

etc.

Often in RL the TIC gives you "contact wait out" and the people in the CP then start their fight for information. :)

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