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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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2 hours ago, Froggy said:

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

Yes!

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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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For the new UI upgrade, I'd like to have a "layers" tab in the mission editor which I could use to organize elements, hide/lock layers and de-clutter the editor.

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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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