Weather forecast

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    • Weather forecast

      I am thinking that a very good entrance for the 2.5 would be the weather
      I meen, they have improved the maps, so know the weather would be a fitting point
      I would start by making different weather like:
      rainy(-% speed for ground troop movement)
      thunder(-% speed for ground and air drops movement)
      sanny(more visible range for units)
      cloudy(less visible range for units that are on the flor)
      dried(+%speed for ground troops movement)



      there would be air moves, and you could predict the weather within a certain range
      *this is not the main idea
      the air if is very strong, it could possible move the airplanes
      it would give a new light to the planes to, because depending on the weather , they would be able to do better surprise attacks, or they would have a harder time moving fast, this could save the loosing country, or destroy a big nation, every region would have his own peculiar weather, for example in the dessert, there does no rain a lot , but when it does , it would thunder
      trops that are in a territory for a long time would adapt to the movement reducing weathers to minimice the speed reduction

      I would designate countries with different temperatures, then, If you want to move trops with countries with different temperatures, you would need to adapt them, or else, their maintenance would cost more resources(this would give more importance to the communist as a doctrine)
      the same goes for the ocean but with less variables, this would of course give advantage to the submarines, except when it is sunny because then they could be spotted from far away, the submarines would be unable to identify the weather around them

      some trops would have a certain degree of resistance against different kind of weathers or movement debuts , such as the commands or the interceptors

      that would be my idea
      please criticize me all you want

      The post was edited 2 times, last by Improin ().

    • Improin wrote:




      (airplanes do have a sonar, so they don't have to worry about the weather being cloudy)
      Sonar is an anti-submarine device, so I assume you mean radar?

      It is a misconception though; radar was a very big installation at the time and few planes were equipped with it. Most targets were just visually targeted by bombers or strafing fighters, and cloud cover could seriously hamper that. For example, one of the reasons why the Ardennes offensive in 1944/1945 got so far was because bad weather kept the superior Allied tactical air force on the ground in the first week of the attack.
      When the fake daddies are curtailed, we have failed. When their roller coaster tolerance is obliterated, their education funds are taken by Kazakhstani phishers, and their candy bars distributed between the Botswana youth gangs, we have succeeded.
      - BIG DADDY.
    • Well you probably know the old engineering quote: "“Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away.”

      It applies to game design as well; there are many games which die in complexity. Adding subsystems in a game shouldn't be done just because they offer more complexity; they should be added only if they result in meaningful and interesting choices (or problems!) for players. To me, it doesn't seem something like "everything moves slower" offers that, especially if the predictability is low.

      For this reason, I think something like adding rivers (a predictable terrain feature, which must be overcome when attacking or can be used to enhance defense) would be much more meaningful to break the dullness of terrain.
      When the fake daddies are curtailed, we have failed. When their roller coaster tolerance is obliterated, their education funds are taken by Kazakhstani phishers, and their candy bars distributed between the Botswana youth gangs, we have succeeded.
      - BIG DADDY.
    • K.Rokossovski wrote:

      Well you probably know the old engineering quote: "“Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away.”

      It applies to game design as well; there are many games which die in complexity. Adding subsystems in a game shouldn't be done just because they offer more complexity; they should be added only if they result in meaningful and interesting choices (or problems!) for players. To me, it doesn't seem something like "everything moves slower" offers that, especially if the predictability is low.

      For this reason, I think something like adding rivers (a predictable terrain feature, which must be overcome when attacking or can be used to enhance defense) would be much more meaningful to break the dullness of terrain.
      yo may be right, it is just when I saw the 2.0 preview , I thought that this feature, at list a part of it,would be perfect for this game