09-19-2016, 08:06 PM | #31 | ||||||
Join Date: Oct 2005
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Re: Combat Engineering Feedback Forum
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The towed ogre can't move on it's own - zero treads. If the treads ride on a belt, likely one of the four belts is broken. That ogre is likely being dragged on it's belly. That'll dig a furrow as easy to target as a jet's contrail. The target area is far bigger than an AP gun, active defenses are all that can save it. D1. Quote:
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The better strategic option is to secure the area and make the recovery at leisure. Send in the vulcan, fix a tread to get the ogre to M1, split the escorts, then move on to the next chore, or at least get that irreplaceable strategic asset out of harm's way. If there's a credible threat, best to save the vulcan and try the salvage operation again later. Quote:
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If you come in with six GEVs for three 1:1 shots your battle will go far better vs D4. Surviving GEVs can pick away at the vulcan. But the first target should be the vulcan's guns or treads, not the hitch. A surviving pack of GEVs can chip away at the vulcan while keeping out of range. If the vulcan stays hitched the GEVs are safe that much earlier. |
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09-20-2016, 07:42 PM | #32 | ||||||
Join Date: Jul 2014
Location: Pennsylvania
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Re: Combat Engineering Feedback Forum
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[QUOTE=dwalend;2041569]The towed ogre can't move on it's own - zero treads. If the treads ride on a belt, likely one of the four belts is broken. That ogre is likely being dragged on it's belly. That'll dig a furrow as easy to target as a jet's contrail. This raises some interesting stuff. What are the categories of a Disabled Unit? That is to say, what are the different tread unit damage manifestations and how much does it matter for the game play? Are some of them seized up, missing or otherwise not moving? Are all of them free moving, as if the tread units were all in neutral gear? Is it a combination of these two? FanMade suggestion that would make all of this moot: The VULCAN can deploy two Tread Unit skids onto the field, then pull the unit to be towed onto them on top of the skids with the tread units lining up on top of them which are then secured at both ends. This makes it not matter how the tread units are damaged, the tow will be consistent no matter what using these skids. They will also maximize tow speed because no damaged tread unit component will be touching the ground as it's being towed. So, you could say the skids explain how it's done, and we'll keep the tow speeds, or maybe the skids will increase the atm tow speeds...or this is all the meandering exploration of a OGRE unit that has nothing whatsoever of merit. Also, in the original Tow Rules, it actually mattered how many tread units were left on the towed unit because the more it had, the faster it could be towed. It seems the new rules have streamlined this to either can't move at all to full movement, and nothing in between is relevant to game play. It's all exclusively based on the towed units size now. Not that I think that's a bad thing. It's certainly easier this way. ______________________________________ Quote:
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...which begs the question, can a VULCAN push a unit using it's big hands, like towing in reverse? Can it Push-Tow using it's big hands AND tow another Disabled unit normally behind it? __________________________________________________ ________ Quote:
________________________________________ As valuable and rare an asset as the VULCAN is, should it have Stealth Technology? Would it be worth it? Initially I want to give it a big thumbs up... ________________________________________ New FanMade uniterated Scenario: TAG TEAM A VULCAN has been captured by the enemy and COMBINE is in pursuit...with another VULCAN! (Maybe this VULCAN is Stealth equipped?)...maybe the VULCAN has broken official prime directives and is following it's own motivations by attempting the rescue by itself. Maybe something really bad happened to it's chain of command, and is taking matters into it's own ...hands...I can't help it... XD This Scenario would have an interesting twist in that a VULCAN is the unit that needs recovered, by another VULCAN. Do they know each other??? lol How deep are the VULCAN ties that bind? How far would a VULCAN go for another VULCAN? lol All joking aside, this seems like it would be fun, and could introduce some of that VULCAN humor into the Scenario and help establish some additional background fluff for them. One point needing addressed and adding some cool back ground fluff would be exactly how did Paneurope capture the VULCAN and especially with what, as they do not have anything equivalent? (Which, I don't care for, I think they should have some sort of VULCANesque unit, maybe just not as automated or techy)? _______________________________________ Can we get any additional feedback on this cool topic from more official sources and what is being kicked around so far?[/spoiler]
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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars Last edited by Tim Kauffman; 10-29-2016 at 04:27 AM. |
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09-21-2016, 01:19 PM | #33 |
Join Date: Jun 2012
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Re: Combat Engineering Feedback Forum
I think D3 is reasonable for the hitch/tow bar. What really matters as far as attacks targeting the hitch is whether or not they broke the tow, not what they did to the hitch itself.
If a Vulcan can push a unit can it pick up and carry small, light units like light tanks or LGEVs? Maybe tuck them under its arm like a football... Doesn't that give a fun mental picture? |
09-21-2016, 01:40 PM | #34 |
Join Date: Jun 2012
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Re: Combat Engineering Feedback Forum
Can a Vulcan assume control of a disabled armour unit and use it as either a combat drone or duckling drone? If so does the vehicle recover from being disabled normally?
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09-21-2016, 02:30 PM | #35 | ||||||
Join Date: Oct 2005
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Re: Combat Engineering Feedback Forum
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Later in the war, when the Combine is being rolled back, would the designers be allowed to be more pessimistic? Would they be allowed to admit that the NAC forces wouldn't be available to hold the field? The vulcan already has SBs on it. Could be they suspected trouble all along, or they needed the right congressman to vote to build vulcans and his district built SBs. Quote:
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(Can a vulcan tow an ogre underwater? That seems like a malicious question for Drew.) Quote:
I think that should be streamlined further. M1 while towing. No table in the rules to map from size to movement. KISS. Quote:
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09-21-2016, 05:11 PM | #36 | |||||||
Join Date: Jul 2014
Location: Pennsylvania
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Re: Combat Engineering Feedback Forum
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Seems way too KISS to say a Mark6 can be towed at the same rate as a Superheavy though. But to scale it down for everything, I can definitely see M1 max for any unit being a solid rule. It would be saying that a Superheavy would be towable faster and a Mark6 slower, but for simplicities sake, they meet at M1. Because this way it can tow TWO units at the same time and it would look really, really funny. I was kind of joking about that though, but it may have some relevance.
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"So I stood my ground...my only hope to die as I had always lived-fighting" John Carter of Mars Last edited by Tim Kauffman; 10-29-2016 at 04:27 AM. |
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09-22-2016, 05:20 PM | #37 | |||||
Join Date: Oct 2005
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Re: Combat Engineering Feedback Forum
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But that's where the vulcan's designers get chewed out. If the ogre drives into town, then loses its last tread in the same barrage that rubbles the town then the vulcan can't tow it back out. Quote:
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But I don't even think it's that. Dragging a heavily damaged tank over broken terrain on an intentionally unpredictable route while under fire is going to be tedious. Ever hook up a trailer to a pickup truck and take it on an unmaintained road? It didn't matter if I was pulling a pile of brush, a hobie cat, or a four-horse trailer. Every pothole and every rut made me cringe. I can't imagine dragging something through a nuclear battlefield. It'd be like pulling a road grader. I think M1 is the maximum speed, and is pushing reasonable limits. It probably occupies a vulcan arm even with a hitch to coax the towed ogre along. Maybe the arm gives the ogre a hug whenever incoming nukes are too close. It sure makes the scenarios easier to write. |
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10-18-2016, 06:21 AM | #38 |
Join Date: Jun 2012
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Re: Combat Engineering Feedback Forum
Ok, the duckling rule. I'm not sure I entirely see the point. Why would I want to push along 16 disabled armor units when I could have taken 16 regular armor units instead? Yes, those armor units risk being disabled for a turn, but ducklings already functioning as disabled have a higher risk of being destroyed in combat except for the ones under active control.
I can see the utility of a Vulcan taking control of a disabled unit to allow it to move and fight for a turn when it otherwise wouldn't. I just don't see the utility of keeping that control after the armor unit would have recovered. At the risk of adding complexity, if there was a chance that the Vulcan could take control of a "destroyed" armor unit and fight it as duckling, or start with drone duckling units at a reduced cost from the begining of the scenario the rule would make more sense to me. The same question applies to the Ninja's drone channels and use of ducklings. |
10-18-2016, 09:03 AM | #39 |
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: Combat Engineering Feedback Forum
To me the whole duckling rule is there for scenario-specific stuff. For example, there's a Vulcan repairing/getting repaired at a depot that comes under attack. It has to grab as much uncrewed armor as it can and make a run for it to try and get them out of harm's way. Or maybe a Vulcan was bringing newly repaired armor units back to the front (where surviving crews would take over on them) and got ambushed by a recon in force probe. Yes, if they had crews you'd much rather have them fully operational and fight, but you can't always get what you want :)
Realistically almost all of the Vulcan's various tricks are about either scenario-specific or strategic moves, which means they don't necessarily translate into the best gameplay rules, and certainly not general-purpose ones. But that doesn't mean they can't be useful in those specific situations...
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Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
10-18-2016, 11:02 AM | #40 | |
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Join Date: Sep 2006
Location: Plainfield, IL
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Re: Combat Engineering Feedback Forum
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