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Thread: Things I would like to be corrected | Forums

  1. #1
    1. Hiding in bushes or behind boxes, should not make your character stand up. Imagine crawling close to a base accidentally click a low wall or bush then your guy stands up "Shoot me here!"

    2. Showing silouette of your chars and their profession at all times. So you can see people behind trees and know which one is your bazooka man when you need him.

    3. If you order your men to crouch then I want them to move crouched as well, force slow movement if crouch or crawl is selected?

    I loved the first one, so i hope these are fixed in the second one too
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  2. #2
    Hi ,

    Yep, i would like to see this things changed to.

    Another thing what i would have to be changed is :
    a.) the movement of the armored cars (light ones like ... greyhound, sdkfzXXX, jeeps and all scout cars of that tipe).
    Theyr movement is so boring, you (me *gg*) just cannot handle properly with them (like with the tanks).
    And btw, this tipe of cars must have better movement becouse they have (in RL) better acceleration and speed.

    b.) i would like to have a vision point on the map, so i can see where i am.

    c.) the personal inventory box is a bit to big (in my opinion), you can hold allmoust all weapons + ammo + medkit + repairkit + a lot of grenades + ... .
    I would like to have the inventory separated inside.
    The upper part of the inventory should have place only for the weapon/s like this :
    - one smg + rifle or combinations with pistol/knifes(4x2 + 4x2),
    - one mg/bazooka/ptrd/flametrower + pistol/knife(6x2 + 2x2),
    - then a separare inventory place for max. 2 medkits (2x1 + 2x1) or one big medpack (2x2) or 2 morphinepack (2x1 + 2x1) ... morphinepacks should give you stamina back,
    -then a separate inventory place for max. 2/4 grenades ... 2 AT grenades (2x1 + 2x1) or 4 APerson grenades (1x1 + ... ),
    - then the separateed inventory place for your ammunition, so you can have max. 4 bazooka ammo (3x1)x4, or max. 4 pack mg ammo (3x1)x4 of 100 rounds, or max. 6 pack smg ammo (2x1)x6 of 100 rounds, or max. 12 paxk rifle ammo (1x1)x12 of 10 rounds.
    AND most importand, i like to see the mass of my the inventory, like in S:HoWWII whre i could see my inventory mass and could fill it optimum.

    what i like to have (i think its not possible for now) is a "experience" tool.
    If my soldier kills many enemies he gains experience so he can have bonuses on :
    - lvl I :
    . +1 range, dmg, speed (+10), health (+10), stamina (+10) and other things,
    - lvl II :
    . +2 range, dmg, speed (+20), health (+20), stamina (+20) and other things,
    - lvl III :
    . +3 range, dmg, speed (+30) ... .
    So in the end your "Heroes" can be better and better if they fight good.

    Then i would have to have a tool where i can have the choice at the beginning of every mission to select wich soldier i can take for the mission and fill his inventory like i want (to avoid uberfilling the inventory it can be limited on only ~10 Kg. or so).

    Well hehe ... i think its enough for now :P

    I like the game, in my opinion it is the best one on the market. (S:HoWW2 was also the best of the genre ).

    have fun,

    Carp
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  3. #3
    I would like to have the inventory separated inside.
    The upper part of the inventory should have place only for the weapon/s like this :
    There is a flaw with that now.. u cant carry box's or the machine guns unless u make them smaller seeing as they take up alot of ur inventory.. I think the inventory is ok.. cause if u do look on the back of them.. what do u see? a rucksack..

    what i like to have (i think its not possible for now) is a "experience" tool.
    If my soldier kills many enemies he gains experience so he can have bonuses on
    That can be done with ether something that changes the level (there is a level thing on FoW..) and other perks.. (ie health etc) up from basic -> advanced -> expert or from making them change class from a soldier with basic for all to one with advanced to then one with all expert using the set/breed/single/nation/unit
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  4. #4
    What i mean is that you should have the inventory as it was in S:HoWW2 (smaller).
    Then it should be separated in ~4 parts.
    First part only for weapon/s (like i explained before).
    Second part only for medkits.
    Third part only for grenades.
    Fourth part for ammo.
    If you want to take some stuff like canister or repairkit you have to take less ammo (per example) for making place for the stuff.

    As for the "experience" thing, i mean that you shall gain exp and this will make you better, like i said.
    ... for example :
    lvl= I :
    +1 dmg, let you make dmg=31 with MG instead of dmg=30 like now.
    +1 range, let you aim at 36m instead of 35m.
    lvl= III :
    +3 dmg, you make dmg=33 with MG.
    +3 range, you aim at 38m instead of 35m.
    The experience will be gained only for the soldier who kill enemies.
    The more he kill, the more experience he gain.

    It would be nice to have this "experience" thing implemented, perhaps the game will make more fun to see your hero/s grow in experience.
    The think is +1, +2, +3, is not so much and dont inballance the game.
    You can have the posibillity to make at least one of your soldier at lvl III.
    For example the sniper.
    He will be able to snipe at a +3 m distance vs the enemy sniper, even if the enemy is "master".

    I think it will be nice with such a feature, or ?

    Carp
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  5. #5
    Originally posted by grimmb:
    1. Hiding in bushes or behind boxes, should not make your character stand up. Imagine crawling close to a base accidentally click a low wall or bush then your guy stands up "Shoot me here!"

    >>>>Bugs me too but soldiers in bushes (in any position) are nearly invisible...try it. only exposed when firing.

    2. Showing silouette of your chars and their profession at all times. So you can see people behind trees and know which one is your bazooka man when you need him.

    >>>>button for this exists

    3. If you order your men to crouch then I want them to move crouched as well, force slow movement if crouch or crawl is selected?

    >>>>potentially fixable in a mod...notice the AI has a "bow" movement where they crouch and move...very fast too in the radar mission. i'll post back if this can be done.

    I loved the first one, so i hope these are fixed in the second one too
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  6. #6
    In bushes you are hard to see yes, but when I want to hide behind low walls and boxes I don't want my guys standing up. And should you want to move out from bushes I would like my men to stay crouched (crouch, run from bush to behind a box, all stealthy and life like. Not: crouch, go to bush, crouch, go to box, crouch)
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  7. #7
    Prattboy, your post is hard to read
    There is a button next to the minimap which will enlighten your soldiers behind walls etc.
    Managing Director
    Digitalmindsoft
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  8. #8
    >>>>potentially fixable in a mod...notice the AI has a "bow" movement where they crouch and move...very fast too in the radar mission. i'll post back if this can be done.
    Yep, i changed this things (in properties).
    Make them move slower in crouch position than in stand position (run option).

    Another thing what i want to change, but i dont know where ... .
    The soldier is in croach position.
    I select him and give the order to run and hide in a bush.
    He shall stand up, run to the bush and then crouch again.

    I hope the devs will give us more options for this.
    a.) "stand up":
    - forced "stand up" position.
    He run, move slow, but allways stay in "stand up" position, even if he is in a bush or behind a small wall.
    - free "stand up" position.
    Like it is now.
    b.) "crouch" :
    - forced "crouch".
    Only normal move and slow move option.
    If he has to "run" somewhere, he will stand up, run at position and then go in "crouch" position again.
    - free "crouch".
    Like it is now.
    c.) "knee" :
    - forced "knee stand".
    He stay in "knee stand" and move (normal or slow) to a given position.
    If you give the "run" order, he will stand up, run at position and then knee again.
    - free "knee stand".
    Like it is now.

    If the devs can implement this it will be great .

    Carp
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  9. #9
    I would that if I "park" a tank or a vehicle in a place with the "no fire" and the "no move" options activated, they will remain in the same position I have parked it and not that I discover, after a bit, that they are blow up in a completly different part of the map.
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  10. #10
    Originally posted by Carpaticus:
    ... for example :
    lvl= I :

    +1 dmg, let you make dmg=31 with MG instead of dmg=30 like now.
    +1 range, let you aim at 36m instead of 35m.
    the curent implementation of AIMRANGE bugs me to no end. i.e. at 35m with a SMG, an enemy cannot be targeted...he moves 1m and its free fire suddenly. its so RTS that i've increased the AIMRANGE to the limits of max VISION for all weapons. if u see it, u can shoot at it...doesnt mean u can hit it. thus, SMGs, as an example, can provide cover fire beyond their effective range.


    He will be able to snipe at a +3 m distance vs the enemy sniper, even if the enemy is "master".

    Carp
    i wonder why in the demo Bestway didn't separate the soldiers classes better. example, a regular grunt has the same shooting ability and stamina as a sniper. only if you mod in MP units do their attributes specialize. even then u cant get specific stats.

    the suggestion with experience is great. i suppose someone with programming skills can create a stats engine that runs in the background and will update each unit as the missions progresses. some guy named Jason wrote a nice dynamic campaign generator a while back. i heard good things about it. lets hope he's around for FoW.

    in summary, FoW needs a bit more RPG element to bring out the best in the game. just getting random names at this point dont quit help you decide which schmoe to charge that machine gun next...you need to pick the noobs for that.
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