Some ideas to discuss - please answer even if you don't play PeG
Posted: 2022-03-19 18:36, Saturday
Hi there all,
I am planning to modify my PeG EQ files and I would like to know your opinion about my ideas. Although this is PeG section I would be appretiate if other SSI origin games players will tell their opinion about belowed content - game rules, tactincs and mechanics are similar for whole this family. Ideas:
1) all of the mortars should have 'ignore trenches' ability. In reality shells fired from mortars hit targets at angle almost 90 degree, so trenches are useless very often
2) all of the MLRS launchers (US M270, russian BM-21, BM-27, BM-30 and so one) should be VERY powerful, but have only 1 point of ammo - in reality they put their all firepower at once on the battlefield to cover big are and hit multiple targets.
3) rocket launchers firing guided missiles (HIMARS, israeli Lynx) should have more ammo points, ignore trenches ability (guided missiles), less power (firing one single missile) and greater range - thats how they are used on modern battlefield, they act as long range sniper rifle
4) I decided to split all aviation into frontline (helis, ground attack planes like A10 or Su-25) and tactical/ strategic (other planes) - and so to splid AD units - it's embarrassing to see manpads or very short range like ZSU-23-4 firing to B-2 or Tu-22 bombers
5) ATY units of smaller caliber (mortars, 105 and 122 guns) should be able to provide multiple fire support - light weight provides high rate of fire
6) AT units should be able to fire at 3 hexes - in real ATGM have at least 2x greater range of fire than tanks and they often attack from hide. This will make buying them more justified
I have a question as well - what for in PeG suite for airplaes in class other than TB we have 'windows' with air missions?Do they work in game in any form?
all the best for everyone
I am planning to modify my PeG EQ files and I would like to know your opinion about my ideas. Although this is PeG section I would be appretiate if other SSI origin games players will tell their opinion about belowed content - game rules, tactincs and mechanics are similar for whole this family. Ideas:
1) all of the mortars should have 'ignore trenches' ability. In reality shells fired from mortars hit targets at angle almost 90 degree, so trenches are useless very often
2) all of the MLRS launchers (US M270, russian BM-21, BM-27, BM-30 and so one) should be VERY powerful, but have only 1 point of ammo - in reality they put their all firepower at once on the battlefield to cover big are and hit multiple targets.
3) rocket launchers firing guided missiles (HIMARS, israeli Lynx) should have more ammo points, ignore trenches ability (guided missiles), less power (firing one single missile) and greater range - thats how they are used on modern battlefield, they act as long range sniper rifle
4) I decided to split all aviation into frontline (helis, ground attack planes like A10 or Su-25) and tactical/ strategic (other planes) - and so to splid AD units - it's embarrassing to see manpads or very short range like ZSU-23-4 firing to B-2 or Tu-22 bombers
5) ATY units of smaller caliber (mortars, 105 and 122 guns) should be able to provide multiple fire support - light weight provides high rate of fire
6) AT units should be able to fire at 3 hexes - in real ATGM have at least 2x greater range of fire than tanks and they often attack from hide. This will make buying them more justified
I have a question as well - what for in PeG suite for airplaes in class other than TB we have 'windows' with air missions?Do they work in game in any form?
all the best for everyone