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pondělí 26. října 2015

Special detailed map

Special detailed map could be used when you need to detect what is fire range of enemy unit which you have selected.

For instance you have selected some anti tank cannon, you will see the sign of cannon is highlighted with a dark red-brown soft border and there would appear two numbers near it. Upper number means the Type of gun, especially caliber. On the right side upper and bellow numbers: Minimum Fire Range & Maximum Fire Range (the number on image fictional). There could be also Firing Rate in the bottom or possible traverse. In that case I would move the FR to the left and left the traverse on bottom.





Note: this map is not the same map as I suggested here: the Task Map / Detailed map. I suggested the Task map not to rotate (because Map does not rotate), while this Map could rotate with your aircraft to give you exact location.

Defensive positions of Artillery


Russian Defensive tactic before 1943


Since 1943























Implementation of artillery in WT with regard to longer firing range

The artillery (anti-tank cannons) can be extremely accurate and fire on bigger range. It would be impossible to fight against such units in small maps in Arcade Battles.

To prevent "sudden kills" we need

1) bigger maps especially for tank battles.

2) we need also aircrafts in the game to support tanks. Not those which are in Arcade Battles

3) we need more locations to be spawned depending on type of vehicle/weapon, its purpose and task in the map.

4) we need to limit the movements of the artillery. This is explained on the example bellow:

The artillery could be placed either on island or near friendly airport to defend it. It would be placed not to attack but to defend.  see point 6. It should not change the position much. Artillery vehicle which has no engine to move on own propulsion would be placed in trenches like in the images above. The one which have own propulsion needs to be placed somewhere on island or far away from front line. They could come with anti aircraft convoy (because they will be prior target of the enemy planes). Enemy planes should have time to find them and destroy them but first AAA will shoot on them. Well, if they would be vehicles driven by humans then they can dodge and try to escape. They can even mask under trees so it would no be simple to hit them even if the convoy would be destroyed. So if they manage to get closer to the front, then they could make damage on the battle field. But I believe many enemy players would want to kill them at the moment.

And that's why the players must have a good strategy. Bombers need to bombard anti tank ditches and mine fields first, while fighters try to cover them and next fighters need to destroy the convoys covering AT artillery and the ATA itself. Then the tanks can attack, go over craters, ditches and then attack any artillery vehicles which could come if not destroyed yet. Another line would mean you need own artillery to destroy enemy artillery defending in ditches.


5) we need at least one or more maps which will provide mode detailed information to the task which individual unit currently should do:
  A) we need Special Detailed Map like here: which will provide you more details to the destination area and target you are gonna to hit or which can be dangerous. So you will watch the map and you will see the targets which can be danger for you. Also strategical map would be helpful.

  B) we need Task Map similar to A but this one would be related only to special task. For instance, today I have suggested to have  anti-tank ditches (or mine fields) which would be possible to bombard from bombers. When such ditch is on a map, the bombers should receive a task to bomb this ditch/es or mine fields. This would clear the area so tanks could go over it. If you would not succeed to clear it in time, they would come close and could not continue this way when it is blocked. They could go around or try luck. They could also try fire on long distance. This would be for maps where bombers are needed.

6) artillery (no propulsion) would be used only to defend a perimeter of front line. Not in that kind of game like arcade battles. You need something you have to defend. It could be placed to trenches like this:
And the tank must see the the Special Detailed Map, where he can read the information. The posion

7) Only exception for (no propulsion) artillery would be if there would exist feature to be pulled by another vehicle. Two players could cooperate. E.g. If some one to pull me to some area (a ditch if possible) he will pull me and will get a reward for this. More likely trucks or tractors could pull the cannon and release it if needed. Such cannon could be good against heavy tanks but not against light fast tank which could find you fast.

8) finally change marking convention needed.

The AT artillery would see the enemy red mark only when the vehicle would be zoomed or very near to it.

The AT artillery should see the enemy marks first on map only, where approximately are the enemy unit. It would be marked like there:

They would need to locate them with panoramic scope, otherwise they would not see any marks. Once the unit is located they would see the red mark.

Another possibility to find enemy would be to locate them by locating friendly units which would be marked permanently. By watching from where the fire is coming they could find location of enemy units.

Conclusion

 The anti tank artillery would have big advantage when they could fire accurate on big distance. But their disadvantage would be the limits which I suggest above.

Votin

To support the suggestion you can vote here: Special anti tank ditches. There is a poll.

Anti tank ditches

Destroyable anti-tank ditches

This suggestion is about adding special ditches:

The ditches could be destroyed only with artillery fire or bombers. Not sure if mortars could be used to destroy ditches (depends on how big crater can be created by mortar).
The ditches could be added in some special areas, which are crucial to be defended. There should be a task in the mission where bombers must destroy the ditch or ditches.

In some more realistic maps if they be done, this should be very important. It is not about blocking tanks completely. This is not like destroying bridges. Once the ditch is destroyed the tanks can move forward. Until the ditches are not destroyed, they fight from bigger distance. If ditches are off, then you go forward.

Kinds of ditches:



I would like to see the triangular which was used in Russian defensive actions near Kursk region 1943.

On the diagram bellow I have depicted red soil (3D mesh) which is the fixed terrain.

http://oi59.tinypic.com/2wpnh9s.jpg

http://www.lonesentry.com/articles/ttt/pics/demolition-1.jpg

The ditch should be placed over the terrain as object.

I am not sure how this could be implemented, but it would be ideal, if it would be made from more compounds. E.g. If the length of the ditch would be 400m, there would be at least 10 compounds of 4m. Maybe it would be completed from more pieces like 40. But the idea is if small bomb will hit some area of the ditch, it will damage only this area. So if you want to pass tanks over the ditch, you will drop more bombs. 5 bombs could be enough to go through so you would have 5 places to go over. Of sure you could destroy it completely, you could use bigger bombs to make large craters but this could be another obstacle for your team tanks.So ideal weight of bombs 250-500lb. Or many smaller bombs. The result should be permanent so the crater will not be removed later. The crater should be created from the original mesh and the non destroyed parts of the soil. To remove craters you would need to remove the rest of the ditch when you would hit it with more bombs.

The use of ditches would be well visible only for tank battles, for aircrafts this would be just a bad visible target. It should look like brown dark line in green grass surface (or different color of the surface around). The most problematic would be to hit the ditch on snow maps.




The wall object which would create the ditch could look like this:

http://reg.gsapubs.org/content/16/51/F4.large.jpg


When bombers or artillery would destroy it, then it would not be so steep and the tanks could go over the mesh or over less steep object.

https://cdn.liveleak.com/80281E/ll_a_u/thumbs/2014/Apr/27/e515880c4e5b_sf_6.jpg



http://anzacsteel.hobbyvista.com/Armoured%20Vehicles/Leo417.jpg


DETAILED MAP OF GROUND TARGETS

It would be good to add a special map with more realistic markings which would provide better and detailed information for the pilot.

The blue aircraft bellow is just fixed mark, to mark direction where I should fly from. Artillery marks and camp are clear. There are mine fields too too you could drop bombs on them too to clear path for thanks.


While you are watching in the bombardier view you should see a red cross pointing you to the direction of the task. See radar too.


When you would see the red x cross (area of the target where bombs should hit) it would start disappearing.



 Until it is nearly invisible. In this moment you know where your target is because you watched it.


It would be invisible in the moment when you are going to press space key to drop bombs. So you will see the target. This is for bombers which have this view. For fighters/light bombers I would suggest not use this mark (but it should be in the map visible too).

It would be good if I could check the detailed map any time to check my location, but the detailed map is just a photo generated during mission. It should not contain my current position and it should not rotate while my aircraft is rotating. Only situation when detailed map could be updated is the case when targets are destroyed - the x cross would be removed and possibly new target could be added or the task will change and a new map with new target would appear instead the old one.



sobota 24. října 2015

AI transports & marks & naming conventions for units

Suggested

Trains transports and naming conventions

When the transport is masked / camouflaged, there would be simple mark for the group titled "Transport" or "Train transport".


If the tanks were not masked then you would see "Transport of tanks". So just one single mark for all the tanks - cargo train in this case.

The convention rules would be similar for units:


If it is column like this it could be M3 column, instead of M3. While M3 would mean M3 tanks are in formation of fighting on battle field. It could be also "M3 formation" if the were in formation.

This will make the game more clear and better arranged especially in Map view. So if you would have 20 or 40 tanks in one big column, so you will not see 20 or 40 titles, but only one mark and one title. And on a Map you will see only one dot, possibly blinking, instead of 40 dots grouped in one location. It is enough. When you have seen the enemy units from the aircraft, you need to take care on your own to find the vehicles which are on ground. I would prefer this way, other way it were too easy find the marked unit.

Truck transports




 



It would be nice to see truck transport solitary or commonly with other vehicles (tanks, motorcycles).
Artillery or anti tank weapons be drawn by trucks or tractors:




Finally it would be great if the units which came to front would know to set position like here: 



So for example they could hide in forest or could mask themselves like here.

Masking abilities would be great...

One more transport, two columns combined trucks & tanks.

Notice there is a lot of dust, more then in WT. The dust makes it much more harder to attack exactly. The dust also stays longer in the air. My estimation is the height of the dust cloud could be 10-12m and with is similar.

Train transports



Including loading and unloading ramps.



Uploaded tanks leaving unloading area.

Transporting of infantry

Either this way:


Battle of Kursk














Or with transporters if any were in WWII.

Bomb explosions

I want to show you how real bomb explosion looks.




 Check out carefully, you can place at least 12-13 houses to the image, so the dust reaches height of 24-26 floor building! If we count cca 2,2m of one floor x 25 we reach 62 meters! So the cloud of dust reaches the height of the plane or crane.


 This is very similar for train explosion (probably ammo wag / cargo carriage).


At least 25m or more height of dust cloud after explosion. This is not the explosion itself, which is smaller size about 1/4-1/5 of the dust height.

The second explosion, dust in the front seems to have height of 12 wags. If I consider one wag 2.5m height, the explosion is 30m high.



The explosion itself, not the dust cloud... I estimated to be height of 11 wags. 2.5m * 11 = 27,5m high. 27,5m is the apex.


So my suggestion is to make the explosions more depended on the amount or type of ammo which the bombs have destroyed and the surface where which they affect.

EXPLOSIONS OF AMMO STORAGES AND CARGO IN THE MAPS

Gaijin also could add some ammo warehouses or places where the ammo is stored (it can be in bunkers and trenches too but then it should be visible when the area is hit, that the huge explosion happened and that there is some burning.

I hope, Gaijin could also add another of the real war which is logistics. All the ammo should go to the front by trucks and trains and in port map or in fjord map it could be delivered by cargo ships! You have already cargo ships, I know, but it is not visible that the cargo ships carry the ammo.

1) they are too much well protected with their own weapons so I usually do not attack them. It is simpler to attack USS war ships than the cargo ships, and that is paradox! I think this is wrong.

2) I usually do not destroy more then 1 cargo ship in the map but if I do, I do not see any explosion (well it can be because I fly to fast to see it), but I would like to see the huge explosion, series of explosions when I turn my aircraft or when I watch back. I would like to see gigantic cloud of white smoke and yet more gigantic black column of smoke. I would like to see aircraft carriers with aircrafts (inside or outside the board) which will do similar smoke and huge fire inferno because of the fuel burning. I would like to see at least 60-100 m high black column of smoke. Also if you hit some taker, the black smoke could be 120-150m high and the yellow-orange flames could reach height of 60m.

I just wanted to pointed you to realize how important the logistics is because if you have logistics, you have trains and trucks, if you have trains and trucks you have more targets, more places to protect or attacks, more explosions, more smoke in the game. One more note: player should not know which train or which truck bears cargo. There could be trucks transporting food or dressing and these will not produce much explosions. Except the missions where the goal is to destroy some cargo convoy with ammo, so player should not know where the trucks are located till the moment where you fly low (200 or 300m).

I believe that Gaijin will add these things in game later so we can expect realistic convoys and truck columns so simpliefied method of nameing should be used. Instead of naming every unit you should name it as a group of some type.








Suggestion:






Voting

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Poll & Suggestion: Bigger explosions

pátek 23. října 2015

Mortars & Mortar effect


There are no Mortars at this moment. We can see some effect in tank battles. When artillery fires, you see the explosion effect. But according my opinion, it doesn't look really like shelling. If shelling would happen you would see the soil going up to the air like here:


Honestly, I think it would be nice to see real mortars in the game, but the problem is that Gaijin doesn't want to create infantry. Maybe the problem could be taken as stationary weapon, which is placed in position with a crew? No tanks could shoot on the soldiers by mortar. If any tank would target the soldiers by the mortar, they would lie down. So they could not shoot on the crew. So the tank cannot hit the crew by mortar. The crew could be hit by enemy mortar fire or by friendly mortars. In that case the bodies would disappear, so no blood, no flesh. You would see only the pieces of the soil and the device in the air. Same if some tank would shoot from the cannon on the mortar, you would see the same effect.

In tank battles, every team should have at least one mortar. I think it would be good if the players could have so many mortar as vehicles but you could have only one mortar with one crew in game. You could order the soldiers to go on the vehicle (if you have a tank) and then you would bring them in some position where they could stay and work. So you could bring them in trenches, from where they would fire. This way you could destroy enemy mortars too.

Another possibility would be to have a group of mortar regiment with mortars for the team.

http://wio.ru/galgrnd/art2/pm38in1943.jpg

I know, there exists also some vehicles like these. I believe Gajin will add this some day, but my idea is to place the soldiers with mortars to trenches like in the image above. If there will be more mortars in the game it can be more interesting. Also some mild smoke from the mortars could be hovering over the battle fields.

http://militaryhistory.x10.mx/ww2colorphotos/russia/Mortar%20platoon.jpg

Yet one thing to add: it would be needed to add some more styled trenches like this:



https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjBEUUeUZWHaOR7bqmuJzjY4bH85LBTqWH03ejW-yw0xP7OU58SRXig480TWQr-EnQnFXUQyRPL-nxlUe-cuqKaYamYAUDw09WiHfOutbiedCqxpsrCt76i6TmNGhu0M1uZxTyILuXBDos/s640/blogger-image--1768205724.jpg

or this:

http://i.imgur.com/WE9eIcv.jpg 

Because the current once which I have seen, they are very narrow, and the crew would have not a space to operate there.


Finally, I must not forget the operators of mortars need some ammo. So creators should place some boxes with ammo near. They could be somewhere near, it could be in a house, in a barn, in a bunker but there should be the boxes. If the boxes are hit by the tank or mortar fire, they should explode and could make damage.

Vehicles - multiple Mortar launchers


This could be ingame too, but I do not know if these are mortars or rackets:






This is exactly what I would like to see in WT. Not just on ground maps, but yet more in the air battles in night battles, because these flashes are well visible in darkness, see the view from bomber.









Voting

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Pol & Suggestion: Mortars & soil effect