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Steel Beasts: Content Wish List

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 an option for a random modifier assigned in the mission design quashing artillery or air support requests, representing those assets destroyed or suppressed, diverted elsewhere, etc.; included is a user defined radio event or dialogue box with the message explaining the situation as fitting

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You could do this already by setting the artillery as available to FO only in the scenario editor, coupled with a 'damage if/  radio' event (for the FO, or the artillery itself if its on the map) based on time or random variable or whatever you want. It could be made available again in the same way ('repair if / radio'). The event that causes the damage can have a sound file and/or dialogue associated with it.

Edited by Bond_Villian

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updated damage model to the the hesco fortification- it is quite resilient to direct hits from 500 pound aircraft bombs, tank guns and artillery, but a top attack javelin vaporizes it

 

 

SS_21_53_18.jpg

SS_21_53_33.jpg

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the ability to draw map icons (for with/no map update) as you do IRL on your map.

attached pics, what it could look like

SS_19_44_15e.jpg

SS_19_44_26.jpg

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The ability for infantry or engineers to lay AT mines and set up claymores in game. 

Infantry that duck when shot at, displace when out of sight and pop up somewhere else and generally make realistic use of cover and concealment.

The option of more clutter (when smaller map areas selected) for infantry to hide behind in or under.

Edited by ChrisWerb

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3UBK21 Sprinter and 9M119M1 Invar-M missiles and NII Stali Upper Hemisphere Protection Complex for T-14 Armata.

Edited by ChrisWerb

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When infantry encounter obstacles that they wont move through such as minefields, they just stop, and the route given to them vanishes. Perhaps the route should stay and flash red like it does for other obstructed routes (nice new feature!). As it is currently, the user doesnt get any feedback as to why his units arent moving, or why the route is vanishing.

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On 11/13/2019 at 5:50 AM, Bond_Villian said:

When infantry encounter obstacles that they wont move through such as minefields, they just stop, and the route given to them vanishes. Perhaps the route should stay and flash red like it does for other obstructed routes (nice new feature!). As it is currently, the user doesnt get any feedback as to why his units arent moving, or why the route is vanishing.

Same happens to scout tactics when contact is made.

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1 hour ago, stormrider_sp said:
On 11/13/2019 at 1:50 PM, Bond_Villian said:

 

Same happens to scout tactics when contact is made.

Not really, as the unit will retreat back (it doesnt just stand there for no apparent reason).

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4 hours ago, stormrider_sp said:

Off-map CAS: Hellfire/Maverick/Ataca/Vikhr Strike.

You can sort of do that with a computer controlled apache gunship flying offmap, if the map size isnt too big

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10 hours ago, Bond_Villian said:

You can sort of do that with a computer controlled apache gunship flying offmap, if the map size isnt too big

Thats the point of it. Gunships, understandably, are just half simulated and are effectively a fraction as survivable. After all, its a tank sim training tool and not an attack helo flight simulator. To be able to script their actions is a way of simplifying things just like off-map artillery or the already modeled air strike.

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3D world mission replays in the AAR debriefing, or at least a way of importing them into Tacview?

I understand the replay filesizes would probably be big but if IL-2 and DCS can do it, why not Steel Beasts?

Edited by 3xLeo

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1 hour ago, 3xLeo said:

3D world mission replays in the AAR debriefing, or at least a way of importing them into Tacview?

I understand the replay filesizes would probably be big but if IL-2 and DCS can do it, why not Steel Beasts?

You do know there is a 3D world option to look at events?

 

The map view is the default.

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7 hours ago, 3xLeo said:

3D world mission replays in the AAR debriefing, or at least a way of importing them into Tacview?

I understand the replay filesizes would probably be big but if IL-2 and DCS can do it, why not Steel Beasts?

As Gibson says, there is the option to view 3D world events in the AAR, and its also possible to view the 'non events' also (stuff moving around, reloading etc), but not in realtime like some other games do. I suppose the reasons for this probably related to filesize, and probably also because there isnt a demand for it from military customers/its not necessary. Having realtime 3D AAR would be cool though, you could make some nice videos with it.

Edited by Bond_Villian

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Had a great fight in the Finnish countryside today, but was reminded about how much we need to be able to directly control Riflemen.

 

Something as simple as the Rainbow Six or Ghost Recon Reticule Only workaround from the 1990s would be an immense improvement over the zero-control we have now

ad48697f06dde92ae9460923c170c966cd74bbf6Snap96_1.jpg

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Some "In an ideal world" wishes:

1. I understand the reason why infantry can only use their 40mm UGLs by direct player control, but I'd like to see an "Enable autonomous use of GLs" option. Furthermore I'd like: 

2. The ability to dictate the scale of issue of GLs per infantry section/squad selectable from 0-3.

3. The ability to choose whether squad GLs are single or six shot or better still the number of each.

4. Ammo selection for GLs to include HEDP

5. Rifle grenades - somewhat more powerful but less accurate and shorter ranged than 40mm, but with more effect - selectable in ratio of HE-FRAG, HEAT and smoke. Numbers to be selectable per rifleman equipped with rifle or carbine capable of launching rifle grenades and not already equipped with a UGL.

6. Ability to have more than one type of AT weapon per section/squad (four if counting 40mm HEDP, HEAT rifle grenade, LAW and MAW).

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Something we are lacking is western IFVs and APcs with ATGW mounted on them. American and Soviet/Russian vehicles tend to have this. I know a demountable MILAN launcher on the Marder has been asked for a lot and I would love to see that, but I would also like to see RWS that can handle them given the option of Javelin and/or Spike launchers and, for the RWS to be enabled to fit the CV90 series vehicles and perhaps the Ulhan/Pizarro. I'm sure I'm not the only one here who would love to see the Puma modelled as a playable vehicle, but I understand that may not be the highest priority at the moment.

As a PS, I don't think Javelin is currently an option for the MB3000 or Vector and I would really like to see it added. It would also be great to see the option of current upgraded launcher for TOW and JAVELIN that feature position generation capabilities akin to JIM-LR, much better night vision.  In the case of the JAVELIN, range seems to be dependent on the launcher/CLU optics. British trials of vehicle launched Javelin have allegedly attained ranges well in excess of 2.5km and a test at Eglin AFB reached 4.75 Km. According to Fox News(!) the new lightweight CLU destined for LRIP in 2021 will give infantry Javelins a range of 4.5km. It will also have the target locating and network capabilities of the latest, in service, tow ground and vehicle launchers.

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Another tiny change that would make a big difference. Have commanders choose kinetic rather than chemical energy main gun rounds when targeting HAPCs/HIFVs like the BMP-Armata T-15. Effectively classify them as tanks rather than PCs. At the moment they switch from fin to HEAT which is next to useless against the T-15 with centre mass aim. 

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26 minutes ago, ChrisWerb said:

Another tiny change that would make a big difference. Have commanders choose kinetic rather than chemical energy main gun rounds when targeting HAPCs/HIFVs like the BMP-Armata T-15. Effectively classify them as tanks rather than PCs. At the moment they switch from fin to HEAT which is next to useless against the T-15 with centre mass aim. 

From 3km away, in poor weather, using only early gen TIS, I guess itd be quite difficult to ID and classify a HIFV from an IFV, or even an APC from a house.

Check footages from the Gulf War, where apache gunners were having a hard time figuring the example above!

 

I think first we should wish for a more in-depth simulation of thermal imaging systems.

 

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1 hour ago, stormrider_sp said:

From 3km away, in poor weather, using only early gen TIS, I guess itd be quite difficult to ID and classify a HIFV from an IFV, or even an APC from a house.

Check footages from the Gulf War, where apache gunners were having a hard time figuring the example above!

 

I think first we should wish for a more in-depth simulation of thermal imaging systems.

 

I'd argue that the T-15 is a highly distinctive looking vehicle and that most times you open fire at way less than 3km with an MBT main gun.  It is also entering service long after many western vehicles upgraded from 1st Gen or they entered service after later TI generations became standard. I do take your point about IDing vehicles though I think you can at least tell if something is "tank derived" reasonably reliably if in the open at a fair distance from most angles.

Edited by ChrisWerb

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