Post by Deleted on Nov 30, 2013 2:36:20 GMT
@heiko
Indeed! As for maintaining the state of weaponry, I can see a few possibilities. We can use it as is, until the item breaks (no repairs possible due to no parts available) or runs out of ammo. This option would require ammo counting. A variation woukd be to allow captured weapons to be supplied indefinitely, but with less ammunition than they would normally have. For instance a Soviet 76mm AT gun usually hauling 25-30 shells only having 12-15 when captured. Or whatever agreed-upon portion. This would cut out unnecessary ammo coubting, while still simulating the shortage of foreign calibers.
Anoher thing that was done was rechambering, such as Germans converting captured PPSh SMGs to 9mm. Or the Mosin-Nagant from 7.62x54r to 7.92x57. The option may be there. As you said, it was exceedingly common in the East.
As for vehicles, repairs could either be restricted or cost more when captured. They can be only slightly more expensive for less-expensive vehicles, up to very costly for larger and more complicated machines.
In the Warsaw Uprising the Poles managed to capture a few Panthers, and even liberated a concentration camp with them. They eventually ran out of fuel or broke down, and were abandoned. If it were a truck or motorcycle, it would have been far easier to keep maintained. The sheer complexity of the tanks made it too difficult. At some point though, it might be worth it. Such as Americans repairing a captured Sturmtiger and ravaging German positiins while they cry for mummy and wet themselves.
@mac
If it was to be kept in th shop, they would have to be kept as simple as possible. There coul be a few levels, with each job at one level. Tank commanders need a certain armor level, but basic crew only need the basic level. We want to add to NPC value without creating unnecessary shop clutter or complicating the blank NPC system. Spread the value out a little more between man and machine. That would make replacing partial losses feasible, but also felt in the pocketbook. Instead of a 95cp tank and a 5cp crew, it would be more of a 60CP vehicle and a 40cp crew. Most of the 40cp would lean towards the commander. They would need to be affordable on their own yet in proportion to their value.
If a 60cp tank sustains 20cp of damage, that makes them it as valuable as the crew. At that point saving the crew might contemplated. Any more and serious thought would be given to abandoning it and saving the crew, cutting losses. Repairing a thrown track is very cheap. Replacing a commander is not.
Minor damage costs minor cp. Replenishing crew can be irritating (for lesser roles) to problematic (major roles). Repairing major damage can be a major setback. Repairing and replenishing can at some point cost as much or more (labor, time) than just replacing it. Bam! Historical truth in action.
I keep thinking about what Falk said. In this system, destroying or even just severely damaging enemy equipment, even if you lose, can have a big impact. Tactical loss, strategic victory. If you do less damage and lose, it can be a tactical and strategic loss. The same in reverse if you win.
I particularly like the effect of this on roleplayers. I love getting real reactions from ficticious circumstances. The battle may be done eith text and mS paint, but the choices and feelings and thought processes are absolutely real. It encourages pouncing on opportunities to inflict hurt on the enemy. Intently. Stick the blade in as far as you can an twist. Not just killing the enemy, but ripping his slimy guts out and strangling him to death with it. Eat his still-beating heart and then beat his buddy to death with his corpse. Utmost effort with every post. Half-hearted combatants will be torn to pieces unless they find i in themselves to bring as much death and destruction on the enemy as they can.
@whoever
I'm also working on tips for creating battle maps and scenarios. Another post for another day.
Indeed! As for maintaining the state of weaponry, I can see a few possibilities. We can use it as is, until the item breaks (no repairs possible due to no parts available) or runs out of ammo. This option would require ammo counting. A variation woukd be to allow captured weapons to be supplied indefinitely, but with less ammunition than they would normally have. For instance a Soviet 76mm AT gun usually hauling 25-30 shells only having 12-15 when captured. Or whatever agreed-upon portion. This would cut out unnecessary ammo coubting, while still simulating the shortage of foreign calibers.
Anoher thing that was done was rechambering, such as Germans converting captured PPSh SMGs to 9mm. Or the Mosin-Nagant from 7.62x54r to 7.92x57. The option may be there. As you said, it was exceedingly common in the East.
As for vehicles, repairs could either be restricted or cost more when captured. They can be only slightly more expensive for less-expensive vehicles, up to very costly for larger and more complicated machines.
In the Warsaw Uprising the Poles managed to capture a few Panthers, and even liberated a concentration camp with them. They eventually ran out of fuel or broke down, and were abandoned. If it were a truck or motorcycle, it would have been far easier to keep maintained. The sheer complexity of the tanks made it too difficult. At some point though, it might be worth it. Such as Americans repairing a captured Sturmtiger and ravaging German positiins while they cry for mummy and wet themselves.
@mac
If it was to be kept in th shop, they would have to be kept as simple as possible. There coul be a few levels, with each job at one level. Tank commanders need a certain armor level, but basic crew only need the basic level. We want to add to NPC value without creating unnecessary shop clutter or complicating the blank NPC system. Spread the value out a little more between man and machine. That would make replacing partial losses feasible, but also felt in the pocketbook. Instead of a 95cp tank and a 5cp crew, it would be more of a 60CP vehicle and a 40cp crew. Most of the 40cp would lean towards the commander. They would need to be affordable on their own yet in proportion to their value.
If a 60cp tank sustains 20cp of damage, that makes them it as valuable as the crew. At that point saving the crew might contemplated. Any more and serious thought would be given to abandoning it and saving the crew, cutting losses. Repairing a thrown track is very cheap. Replacing a commander is not.
Minor damage costs minor cp. Replenishing crew can be irritating (for lesser roles) to problematic (major roles). Repairing major damage can be a major setback. Repairing and replenishing can at some point cost as much or more (labor, time) than just replacing it. Bam! Historical truth in action.
I keep thinking about what Falk said. In this system, destroying or even just severely damaging enemy equipment, even if you lose, can have a big impact. Tactical loss, strategic victory. If you do less damage and lose, it can be a tactical and strategic loss. The same in reverse if you win.
I particularly like the effect of this on roleplayers. I love getting real reactions from ficticious circumstances. The battle may be done eith text and mS paint, but the choices and feelings and thought processes are absolutely real. It encourages pouncing on opportunities to inflict hurt on the enemy. Intently. Stick the blade in as far as you can an twist. Not just killing the enemy, but ripping his slimy guts out and strangling him to death with it. Eat his still-beating heart and then beat his buddy to death with his corpse. Utmost effort with every post. Half-hearted combatants will be torn to pieces unless they find i in themselves to bring as much death and destruction on the enemy as they can.
@whoever
I'm also working on tips for creating battle maps and scenarios. Another post for another day.