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Posted: Thu Nov 03, 2011 12:22 pm
by Laxen
That's great. We'll probably go back and watch this thread later on, and then it's really easy for us when it's summarized in the beginning
VonRyan: A Korean or Vietnam version sounds very interesting!
Posted: Thu Nov 03, 2011 12:57 pm
by MajVonRyan
Xerkis wrote:Thanks.
There are some nice discussions going on and I would hate to see anyone’s ideas be missed in the potentially long list of posts.
…….. Including mine.

Nice one, Xerkis! Another great idea re: 'first post'

Posted: Thu Nov 03, 2011 1:13 pm
by MajVonRyan
Laxen wrote:That's great. We'll probably go back and watch this thread later on, and then it's really easy for us when it's summarized in the beginning
VonRyan: A Korean or Vietnam version sounds very interesting!
Hi Laxen,
Possible future versions of team assault:
Would the game system have the capacity or flexibility to handle earlier battles such as the American Civil War, The English Civil War (Cromwell vs. King Charles), English vs. the French war and the use of battle axes, swords, long bows, cross bows and large catapults?
It would be a major mod – upgrading the weapons system, uniforms, armour etc

Posted: Thu Nov 03, 2011 1:43 pm
by Laxen
The game mechanics would definitely work in that setting. The only problem I can right away see is how to "force" or encourage the player to move squads/regiments in ranked formations.
Posted: Thu Nov 03, 2011 2:01 pm
by MajVonRyan
Laxen wrote:The game mechanics would definitely work in that setting. The only problem I can right away see is how to "force" or encourage the player to move squads/regiments in ranked formations.
Skirmish,
However, I have noticed in the
http://youtu.be/Z6gUBs0wMCw vid, when the soldiers are moved or move behind the sandbag walls they form up behind the wall, in a straight line. Therefore, ranked formations would be part of the battle. For example, small hedgerows, fences or small poles in the ground, which the soldiers could form up behind. Once the battle starts the troops would skirmish.
Image a English vs. Scottish battle!

Posted: Thu Nov 03, 2011 2:12 pm
by Xerkis
VonRyan wrote:Would the game system have the capacity or flexibility to handle earlier battles such as the American Civil War, The English Civil War (Cromwell vs. King Charles), English vs. the French war and the use of battle axe, swords, long bows, cross bows and large catapults?
It would be a major mod – upgrading the weapons system, uniforms, armour etc

OK, you know what question I need to ask the Zeal folks.......
What file(s) is all of this stored in and where? (The weapons, uniforms, etc.)
I truly
fear the answer though.
Posted: Thu Nov 03, 2011 2:20 pm
by MajVonRyan
Xerkis wrote:VonRyan wrote:Would the game system have the capacity or flexibility to handle earlier battles such as the American Civil War, The English Civil War (Cromwell vs. King Charles), English vs. the French war and the use of battle axe, swords, long bows, cross bows and large catapults?
It would be a major mod – upgrading the weapons system, uniforms, armour etc

OK, you know what question I need to ask the Zeal folks.......
What file(s) is all of this stored in and where? (The weapons, uniforms, etc.)
I truly
fear the answer though.
Look under the wish list - just behind the space hulk mod and Rome vs. the world.
Posted: Thu Nov 03, 2011 3:28 pm
by Laxen
Unfortunately, like so much else, all the gear stats etc are all programmed directly into the game and not in scripted files :/
Posted: Thu Nov 03, 2011 3:45 pm
by Xerkis
NOOOOOOOOOOOOOOOOOOOOO
Posted: Sat Nov 05, 2011 12:23 am
by teamgene
Bazookas had smoke/WP rounds will these be in the game?
Posted: Sat Nov 05, 2011 1:48 am
by Xerkis
teamgene wrote:Bazookas had smoke/WP rounds will these be in the game?
As of now, there is only a “normal” bazooka round. But the way the selections are set up during game play for other things (frag vs. smoke grenades, single vs. burst shot) it wouldn’t be too difficult to add the selection of different rounds in to the bazooka. I think the main area of change would be how the Force Builder would handle the selection of the two rounds for your squad, because there isn’t an ammo selection in Force Builder; only a weapon selection.
Unless maybe there was added a new equipment that only the soldier with the bazooka could carry that had the smoke rounds in it.
(Mostly I’m just thinking out loud here.)

Posted: Sun Nov 06, 2011 1:43 am
by Xerkis
Summary list updated
(Top post on thread)
Posted: Sun Nov 06, 2011 11:05 am
by MajVonRyan
Xerkis wrote:Summary list updated
(Top post on thread)
Hi Xerkis,
Your summary list is a great idea. It makes it a lot earlier to review the wish list.
Posted: Sun Nov 06, 2011 11:57 pm
by Xerkis
VonRyan wrote:Xerkis wrote:Summary list updated
(Top post on thread)
Hi Xerkis,
Your summary list is a great idea. It makes it a lot earlier to review the wish list.
Thanks. Just trying to do what I can.

Posted: Mon Nov 07, 2011 9:55 am
by Laxen
teamgene wrote:Bazookas had smoke/WP rounds will these be in the game?
I didn't know this. Would have been a cool feature

Posted: Tue Nov 08, 2011 10:43 am
by MajVonRyan
Laxen,
Question:
If you can design tanks which have a crew (inside) would it be possible to apply the concept to the 'crewing' of buildings? Think of the building as the inside of a tank with the different positions being 'doorways, roof, window etc'. The soldiers would be able to fire from the building and be fired on but the enemy would not be able to enter 'strongholds'.
Posted: Wed Nov 09, 2011 10:04 am
by Laxen
Ye, that was about the plan of how to add enterable building to the game from the beginning. Then we went for a more simplified version, which we then scrapped because it would take almost as much time but with even less result. It all comes down to time being a limited resource

Posted: Wed Nov 09, 2011 11:46 am
by Xerkis
Laxen wrote:Ye, that was about the plan of how to add enterable building to the game from the beginning. Then we went for a more simplified version, which we then scrapped because it would take almost as much time but with even less result. It all comes down to time being a limited resource

Stupid clocks and calendars.

Posted: Sat Nov 12, 2011 3:37 am
by MajVonRyan
Laxen wrote:Unfortunately, like so much else, all the gear stats etc are all programmed directly into the game and not in scripted files :/
Hi Laxen,
Will that make the game harder to modify at a later date re: possible future projects such as World War 1 etc?
Posted: Sat Nov 12, 2011 1:12 pm
by Xerkis
VonRyan wrote:Laxen wrote:Unfortunately, like so much else, all the gear stats etc are all programmed directly into the game and not in scripted files :/
Hi Laxen,
Will that make the game harder to modify at a later date re: possible future projects such as World War 1 etc?
Thus why my negative yell above.