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Old 10-26-07, 03:07 PM   #3
Skybird
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Join Date: Sep 2001
Location: the mental asylum named Germany
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can hinds transport troops ?

In reality yes, in the sim not by default option. However, but a mission designer can script events that any hekicopter reaching a given position will fly low, slow, and after a scripted ammount of seconds, a squad will appear there, giving the impression they were transported.


And shouldn't the tiger have an 20mm gun ?

No, it has a GIAT 30 mm cannon with up to 450 rounds, plus optional 12,7 mm MG in external mountings. It is possible that it also will carry too much ammo in the addon. It is a start, though, and if there is minor detail being wrong, this is what is emant when they say: "released in not a thourpoughly, only generally tested state." See explanations in my introduction. It will be corrected some time later, if there is a wrong.


So troops can now occupy buildings ?

Yes, since one of the last updates.


What exactly does this mean, have buildings now modeled interiours ?

No interiors, this is no FPS. It means that troops can enter bui9ldings, hide in there, and ambush taregts from the bwindows. Friom the outside oyu do not see there are troops inside a slong as they do not open fire. It is possible to order them if they should ignore the buildings, hide in the base floor, or on the second floor.


Is there any documentation of improvements of the infantry in SBP compared to SBG ?

No to my knowledge, but it has been described in many hreads over the past 18 months, and is obvious in the sim as well. Yes, the infantry has more possibilities than in SB1, no it still is not perfect.


Did trops finally learned things like crawling, pop up shoot and go down quickly again ?

Missiles shooters do like that, yes, but until the new upgrade they lie flat on the ground, uncovered. No crawling. The addon will add this: "Infantry Will now sink into the ground in forests. Makes them harder to spot, and harder to hit with direct fire. "


Is there a stealth option like in operation flashpoint where the soldiers try to be as camouflaged as possible ?

Not in this manner, but you can influence the firing range, and the level of determination (acceptance of losses) by which they will stick to a defense position. You can also give them different types of orders like "assault", "engage", "scout", which does influence if they stubbornly move towars an objective, or react by seeking battle positions when enemies are present, if they react to enemy flanking, or simply march on.


Can troops pick up weapons from dead soldiers ?

Not in that detail. I asked that one to Ssnake some months ago, but I forgot the answer. The question was wether missiles for a squad count per squad or per man. However, squads become the more reluctant to fire back the more casualties they have taken.


Is the ammo and weapon load still treated only on squad level or do each sodier have now its own load out ? Which would mean when the bazooka guy was shot all bazookas would be lost to the squad untill it picks it up again.

See above. I'll try to find out.


Also is it possible in SBP to define a threat victor or threat azimuth ? So that you can force the AI to aim at a certain point.

You already define battle positions to face a general direction, the new upgrade also allows you to specify precise left and right boundaries for observation area. the smaller this area is, the faster a threat will be recognized.


Also is it possible now to separate the squad from its IFV ?

Since longer, yes. with the new upgrade you can even divert fire and assault team, both with different kind of weapons, it seems. HMGs are introduced.


This limitation always pissed me off, especially in situatiopns where I had to rush with the IFV quick to another place while the IFV then refused my orders and was instead staying there and waiting till the squad returned to the vehicle but till then it was to late.

Give the IFV early the command to keep their squad aboard, then they will not dismount every time the behcile stops. Scout orders will make the grunts move together with the slow driving vehicles. Separate orders for the squad will separate them from the vehicle, and the vehicle will then freely move without waiting for the squad mounting again.
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