Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Vanilla Modding » Tactical Vehicles
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Re: Tactical Vehicles[message #101360]
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Sat, 15 May 2004 19:55
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Kurt |
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Messages:420
Registered:March 2004 |
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Tactical vehicles are definitely possible. Take Fallout:Tactics as an example: A vehicle has a number of merc slots (depending on the vehicle), and an inventory. One of the mercs inside will have to drive, so he will loose one hand slot (a steering wheel appears). The others are free to use their weapons (or other items).
All vehicles have their own movement and acceleration/turn rate specs, which allows for instance a jeep to make much quicker manoevres than a tank. You move them around like mercs, by selecting the vehicle (or the driver) and telling him/her where ot go. And if a vehicle runs into a solid object, it gets damaged. And if you drive over someone, he get's damage too. So you can just roll over your enemies with your vehicle... :diabolical:
Any vehicle can have a fixed gun, one you can't take off, and which is handled by one of the passengers (not the driver).
In Fallout:Tactics the tank gun is made like this, and I made myself a "special forces buggy" by fixing a M2 on a dune buggy. As expected, the whole thing was somewhat buggy , because there wasn't any weapon's pivot point set for the "buggy" object (so most of the time the gun appeared beneath the vehicle!). But except those purely graphical glitches, it worked as expected.
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Master Sergeant
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Re: Tactical Vehicles[message #101362]
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Sat, 15 May 2004 20:13
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Kurt |
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Messages:420
Registered:March 2004 |
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I don't agree. I made a vehicle/realism mod for Fallout:Tactics, so I have tested gameplay. Mercs stay important for several reasons:
1.- Vehicles don't drive themselves. It's like having a mortar (or otehr heavy weapon): You need the people to handle it.
2.- Vehicles are fragile and expensive: It won't change your base tactics, since most of the time you'll have to send scouts on foot to see if the path is clear (mines, ambushes). Mercs in vehicles have big problems spotting enemies. And you wouldn't risk your precious tank running behind a hidden sniper, would you. Especially if there are chances enemy tanks might appear later on!
3.- Often you just can't use your vehicle. Like when cleaning a building (lots of them in JA), or a forest patch. Or when inconsiderate use of HE shells from your tank might turn the whole town hostile (no mine, no money).
4.- Yes, you need heavy weapons. But they already exist (LAWs, mortars, explosives, mines). So that won't change anything.
5.- A vehicle can be a burden. No more hit & run and stealth tactics when rumbling in with your heavy vehicle(s). So you even might choose to abandon your vehicles for some specific actions; Actually it would enhance tactics, at least IMHO.
Of course a 40mm cannon or TOWs would be overkill. Not that it would make the game too easy, actually you would never be able to use them for fear of collateral damage. But a LMG on a jeep might be fine. As in reality, it would rather be a defensive weapon than an offensive one (unless you want to risk loosing your jeep to enemy fire - it's a big, easy target).
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Master Sergeant
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Re: Tactical Vehicles[message #101366]
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Tue, 18 May 2004 19:10
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tuccy |
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Messages:19
Registered:June 2003 Location: Czech Republic |
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Quote:Originally posted by Apollo:
While we're on the subject of other vehicles, how about fire support from skyrider's helicopter? Assign another merc to the chopper, have it hovering above the battle field, and it gets a turn. Same rules as for a normal LMG. Add some handheld SAMs to level out the tactics (how much do you value that helicopter...) and it wouldn't affect game balance too much either. And the programming for a shadow and sound effects are there already.
Apollo The chopper Skyrider uses would be way too fragile to be used in such a role IMO, unlessss you'll add there somethink as Blackhawk or Ka-29:)
But manpack SAMs should be added, they should affect helicopter movements on the strategic map, say they will cover only one sectory. this would force you to carefully plan the path of the chopper to not go over known enemy positions and will increase the risk of flying over unexplored sectors.
As to the vehicles, I won't think they'll unbalance game so much. Still, to do the close combat, you'll have to go on foot as the APC will be too fragile. Just add molotov cocktail as a weapon... And LAWs are already in the game. I'd rather suggest making mortar less effective on armor, in real life I doubt I can take out M-48 with a 60mm mortar.
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Private
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Re: Tactical Vehicles[message #101367]
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Tue, 18 May 2004 20:20
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Kurt |
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Messages:420
Registered:March 2004 |
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I don't see the use of portable SAMs. Either they are hidden, and that means at some random time your helicopter and it's passengers will just cease to exist, or you know where they are, and you have to hunt them down like as many small-sized SAM sites. IMHO it doesn't add anything worthwhile.
This (civilian, fragile) helicopter is IMHO already at it's full tactical potential (transport, scouting).
Adding military grade transport helicopters won't add anything, since they have to move in packs, one covering another.
Adding gunships would slightly unbalance the game, not because of their firepower (same restrictions as for tanks - BTW, would you use a million dollar Hellfire missile against a hidden sniper?), but because they would allow you to scout the battlefield. They are quite fragile, too. Not to mention that I don't really see how you can finance a gunship's fuel, ammunition and pilot(s) in a story where you haven't enough money to buy yourself a decent gun...
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Master Sergeant
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