nomada_squadman45 escribió: ↑15 Sep 2019, 22:45
Well, for me an important part is offer a good skirmish mode where you can select in what map play, what time and how many points per team and even like in new SP games or "Armored Brigade" have the option to decide what % expend a side in tanks, light armor, infantry and support weapons.
One thing is design a full scen and other create a map somebody can use for a new scen or to use in skirmish.
Something i never remember ask... how is going to work ammo in units??? tanks are going to have ammo load and infantry a limited number of main weapons uses??? at least panzerfaust when are used are removed.
kind of autogenerated level is far away from now. but I understand your wish.
yes Panzerfausts are removed after use. also TNT is gone after use.
for both we have grafics for but they not implemented yet. TNT is complex thing. can be set or thrown.
Flamethrowers can not be repaired and are out of fuell with a higher probability for breakdown.
I am a big hater of nitpicking and healthbars. so no single bullet counting.
there is only one thing that counts up. the wounds/kills on vehicle crews in form of red cross on tanks.
ammo supply is worked in the malfunction. I know you will not like that.
when a weapon crashes (and shows wrench symbol, and can not be used) it is not meant this is a physical error.
on MGs this could be a change of barrels. the 17% is the probability of repair. there is also a chance that the weapon
is destroyed as a result of repair attemps.
but you mostly never know how often the weapons can/will fire. (the reload sign)
theoreticaly there is no limit of relaodings.
the probability of malfunction depends on the weapon and when you are
overheating the gun it gets lower.
also HMGs have higer repair probabilities. in gameplay this results in a lot of "you dont knows"
for infantry ammo is worked in their values. Americans have higer firepower because of this but tend to run away more often but rally more easily...
there will be some special ammonitions...
vehicles have 2 main switches , the hatch and the engine:
(Guns can not move they must be pushed by infantry.)
with open hatch the vehicle can use roads but is vulnarabel to rifle/MG attacks
with hatch closed rifle/MG can not harm a tank other then in close combat.
for to move the engine must be on. firing with engine on is a bad idea. very unlikely.
turn engine on and of costs movement. the move arrow shows where the vehicle can move with enough points to stop the engine.
also rotating the vehicle costs movement.
(most time not need to use the two new buttons. move somewhere will start and stop the engine depending on your order))
this game is about uncertainties
and it is very different from other games in many ways