what, how and why mods
Posted: Thu Apr 04, 2013 7:24 am
In this topic I'll explain the purpose of the mods I've added to BA and why are they implemented in that way. I would appreciate your opinion and suggestions. The basic actions are described in the document https://dl.dropbox.com/u/36194263/Actions.pdf, here I'd explain why these and why not others.
I like BA like it is, let's say this first, and many mods I added where taken from ideas, and code, by Merr.
I know BA it's not a simulation, but if we need to classify it I feel it is a tactical WWII game.
A turn should represent no more than 5-10 minutes, and a tile about 100 meters.
All my mods are designed following these parameters, so, the purpose is to add realism.
Smoke
This was very frequently used in WWII, mortars and vehicles that can make indirect fire were able to fire smoke.
Other units, as engineers, where also equipped with smoke, but they may carry a limited amount.
Some SP and tanks may also carry a limited smoke discharges used as protective smoke for itself.
Hedgerow
A hedgerow cut be easily cut or removed by a Rhino or an engineer squad in 5-10 minutes
Push
Some artillery and heavy MG can be pushed a tile.
Tank traps
There were different tank traps some made by cement, and iron, other by holes, etc.
A squad will be able to remove or, at least make a passable area in 20 - 40 minutes.
Placing a tank trap will take longer that the scenario length so I did not added this.
Pontoon
Pontoon is a bridge that floats on water and in which barge support the bridge deck, so in 4 turns will be possible to cover a 100 m tile. A stream or a small river (two tiles) will take 40 - 80 minutes, seems possible.
Immobilizing tracked vehicles
This was real, even an AP fire that can't penetrate the vehicle may break the tracks.
In some cases, the crew may repair the track I added this in an abstract mode 15% at the turn begins.
I was thinking about the possibility to make the crew go out of the vehicle and to be exposed to fire while trying to repair, but I though it was to much complicated.
Tanks as a transport
This also was usual, infantry squad may easily mount a tank and use as transport.
Leaders
They make a main role in tactical combat, so adding them was a must for me.
Also, I ever "hate" the magical bonus offered by BA, in the middle of the battle, alone, several tiles away from any other unit, a man is revived, or a squad is rallied or promoted.
So I removed these bonus from my scenarios, and give the leaders these functions.
I understand the possibility to "revive a man" more as "on your feet soldier" than a miraculous health. Also this not happens always there is only 1/6 possibilities when rallying a squad.
Promotion gives a morale plus, not always work, but a leader must try it.
Also, leaders like scouts have the ability to see a little more that a normal squad.
Off-board support
I always felt this could be improved, now, as BA offers, is to much destructive, precise, and frequent.
I added the radio control system, this makes more difficult, and with more random factors, to get the barrage.
Probably the perfection will be that a barrage may only be placed on a spotted tile. (maybe in the future)
The procedure was, in real life, once radio contact was stablished, to give the coordinates to the battery, the battery then fires a test shell, and the spotter adjust it, and then the real barrage comes. So a spotter was fundamental.
Swap or bypass
This has been added by BA in the latest version it solves some situations but still lacks something: if you have a scout (3 men) in the middle of the street, with no more AP, you are blocking the street to such halftrack, trucks, tanks... with full of APs.
This will be put in my list of mods to do (if possible).
Wire
Wire is an obstacle for the foot and wheeled units.
Also, units on the wire are most exposed to enemy fire.
Mines
Mines have no side, so they may explode when a unit enter the minefield.
Mines are not seen by neither side, usually minefields are indicates with some warning signals.
Mines are revelated when explode or when engineers enter a minefield tile.
Suggestions?
Please tell me what could be added and we can discuss how to implement.
I like BA like it is, let's say this first, and many mods I added where taken from ideas, and code, by Merr.
I know BA it's not a simulation, but if we need to classify it I feel it is a tactical WWII game.
A turn should represent no more than 5-10 minutes, and a tile about 100 meters.
All my mods are designed following these parameters, so, the purpose is to add realism.
Smoke
This was very frequently used in WWII, mortars and vehicles that can make indirect fire were able to fire smoke.
Other units, as engineers, where also equipped with smoke, but they may carry a limited amount.
Some SP and tanks may also carry a limited smoke discharges used as protective smoke for itself.
Hedgerow
A hedgerow cut be easily cut or removed by a Rhino or an engineer squad in 5-10 minutes
Push
Some artillery and heavy MG can be pushed a tile.
Tank traps
There were different tank traps some made by cement, and iron, other by holes, etc.
A squad will be able to remove or, at least make a passable area in 20 - 40 minutes.
Placing a tank trap will take longer that the scenario length so I did not added this.
Pontoon
Pontoon is a bridge that floats on water and in which barge support the bridge deck, so in 4 turns will be possible to cover a 100 m tile. A stream or a small river (two tiles) will take 40 - 80 minutes, seems possible.
Immobilizing tracked vehicles
This was real, even an AP fire that can't penetrate the vehicle may break the tracks.
In some cases, the crew may repair the track I added this in an abstract mode 15% at the turn begins.
I was thinking about the possibility to make the crew go out of the vehicle and to be exposed to fire while trying to repair, but I though it was to much complicated.
Tanks as a transport
This also was usual, infantry squad may easily mount a tank and use as transport.
Leaders
They make a main role in tactical combat, so adding them was a must for me.
Also, I ever "hate" the magical bonus offered by BA, in the middle of the battle, alone, several tiles away from any other unit, a man is revived, or a squad is rallied or promoted.
So I removed these bonus from my scenarios, and give the leaders these functions.
I understand the possibility to "revive a man" more as "on your feet soldier" than a miraculous health. Also this not happens always there is only 1/6 possibilities when rallying a squad.
Promotion gives a morale plus, not always work, but a leader must try it.
Also, leaders like scouts have the ability to see a little more that a normal squad.
Off-board support
I always felt this could be improved, now, as BA offers, is to much destructive, precise, and frequent.
I added the radio control system, this makes more difficult, and with more random factors, to get the barrage.
Probably the perfection will be that a barrage may only be placed on a spotted tile. (maybe in the future)
The procedure was, in real life, once radio contact was stablished, to give the coordinates to the battery, the battery then fires a test shell, and the spotter adjust it, and then the real barrage comes. So a spotter was fundamental.
Swap or bypass
This has been added by BA in the latest version it solves some situations but still lacks something: if you have a scout (3 men) in the middle of the street, with no more AP, you are blocking the street to such halftrack, trucks, tanks... with full of APs.
This will be put in my list of mods to do (if possible).
Wire
Wire is an obstacle for the foot and wheeled units.
Also, units on the wire are most exposed to enemy fire.
Mines
Mines have no side, so they may explode when a unit enter the minefield.
Mines are not seen by neither side, usually minefields are indicates with some warning signals.
Mines are revelated when explode or when engineers enter a minefield tile.
Suggestions?
Please tell me what could be added and we can discuss how to implement.