GoblinOverlord
Squire
I look forward to the Austro-Hungarian Bosniaks!
Japan said:Harry_ , quit arguing what people suggest or say in this thread.....The people that is making this mod will decide whether it is possible for the mod......not you.
WWI anime style.......Well the uniforms only.
GoblinOverlord said:Harry_ please GTFO.
Cosmic_Nate said:Seriosly Jesus Christ
STFU your self rightous essays are long.....
For some reason being right and having a point in this thread is considered failure while spamming it with retarded **** (like 2 people quoted above) and generally showing pitiful amount of intelligence is considered good behavior.GoblinOverlord said:Harry_ please GTFO.
Rigadoon said:djogloc02 said:How is the progress of the mod?? Very slow, slow, average, above average, high, very high, excellent...
And don't forget the food variety, leadership and recent events.
Well I don't know what you consider slow or fast. But I think we're doing alright. We're certainly working slower than the first few weeks, but that seems to be the case for all new mods. So work is still going strong and we're making good progress.
From my point of view this isnt something that needs to be worried about. in the open field melee wont happen like it does in NW - but it shouldnt really. We have trenches where the officers with pistols and guys with bayonets or clubs or spades will come into their own. This way officers are incentivised to lead successful charges (so they can make their way into an environment they excel in) but they will need the riflemen and machinegunners to facilitate their advance. Machineguns will be a concern as they should be. You're right that 600m was considered average engagement range, as it is today. I imagine azrooh has coded a totally ground-up firing system. I hope there is something implemented where moving around will reduce your effective range to like 50m until you stay still for a while and "focus" on your target. Ghost recon (the old one) did this really well for rocket weapons, and sniper rifles.Oposum said:Anyway, I can't seem to find information about how ranged weapons will be treated, mainly regarding accuracy. While rifles used in WW 1 had range around 1.400 m, usually effective range was 600 m. Since battlefields in Warband are usually smaller than that and soldiers who used the rifles were quite untrained (well, after first 6-12 months after the start most of the regular soldiers were dead/crippled). Putting high accuracy would mean that melee would happen rarely. However, if rifles could be shot on several accuracies (higher accuracy = much slower rate of fire) it could still keep guns effective at longer ranges while keeping melee a viable option. IIRC rate of fire of those rifles were around 12 shots per min when used by highly trained soldiers while recruits would get around 6-8 shots per min which could be low enough to not make melee obsolete.
It's a complicated issue in any game, really- very few do it right. The problem with shrapnel-based grenades in games is that they dont take into account overpressure effects. So while they work convincingly "in the field" - the fact that youd be able to throw one into a house or trench and someone in that house or trench might survive is a huge bummer. Obviously simulating this kind of thing is pretty hard in a game. There are complex things you could do to figure it out, maybe checking distance of the grenade to certain static objects before multiplying area damage, or shooting a ray or two to test if the thing is in an enclosed area. Sadly i dont think this is really possible in MnB... But grenades will have their most common use in clearing trenches, so for that reason I would hope to see them have powerful but short radius damage, as well as maybe some shrapnel - i dunno. That + the ability to throw them back would be pretty niceOposum said:Second thing I was wondering about, is how grenades would be realized? Most of the other mods just made grenades do area damage, which usually made them horribly overpowered. However, if it could be possible for grenades to have almost non-existant area damage, but to release hailstorm of shrapnel it would probably be much better (and realistic, since anti-personel grenades deliver damage thru shrapnel, not explosion).
I agree that melee shouldn't be common outside of trenches, but with high enough firerate of rifles it could easily become better solution for fighting in the trenches (if trenches are made really zig-zagging to avoid enfilade fire and rifles got some small random firing delay it could end up quite fine).Harry_ said:From my point of view this isnt something that needs to be worried about. in the open field melee wont happen like it does in NW - but it shouldnt really. We have trenches where the officers with pistols and guys with bayonets or clubs or spades will come into their own. This way officers are incentivised to lead successful charges (so they can make their way into an environment they excel in) but they will need the riflemen and machinegunners to facilitate their advance. Machineguns will be a concern as they should be. You're right that 600m was considered average engagement range, as it is today. I imagine azrooh has coded a totally ground-up firing system. I hope there is something implemented where moving around will reduce your effective range to like 50m until you stay still for a while and "focus" on your target. Ghost recon (the old one) did this really well for rocket weapons, and sniper rifles.
Either way, i think it will be a good thing to let riflemen excel at their roles and officers at theirs. If they are reliant on each other they will be more likely to work as a team, so keeping the riflemen at a slight disadvantage in close trench fighting will incentivise them to stay with an officer even if theyre not in the same clan or whatever.
As far as I know, concussion grenades were not used in WW 1, while fragmentation grenades had dangerous overpressure radius less than 2 meters (in enclosed spaces, where usually shrapnel would rip you apart anyway).Harry_ said:It's a complicated issue in any game, really- very few do it right. The problem with shrapnel-based grenades in games is that they dont take into account overpressure effects. So while they work convincingly "in the field" - the fact that youd be able to throw one into a house or trench and someone in that house or trench might survive is a huge bummer. Obviously simulating this kind of thing is pretty hard in a game. There are complex things you could do to figure it out, maybe checking distance of the grenade to certain static objects before multiplying area damage, or shooting a ray or two to test if the thing is in an enclosed area. Sadly i dont think this is really possible in MnB... But grenades will have their most common use in clearing trenches, so for that reason I would hope to see them have powerful but short radius damage, as well as maybe some shrapnel - i dunno. That + the ability to throw them back would be pretty nice
I'm sure Azrooh could code that.Oposum said:Ability to throw back grenades would be nice touch, but since warband engine is somewhat clumsy with picking up items it would probably require more work than it's worth.
Oposum said:I agree that melee shouldn't be common outside of trenches, but with high enough firerate of rifles it could easily become better solution for fighting in the trenches (if trenches are made really zig-zagging to avoid enfilade fire and rifles got some small random firing delay it could end up quite fine).Harry_ said:From my point of view this isnt something that needs to be worried about. in the open field melee wont happen like it does in NW - but it shouldnt really. We have trenches where the officers with pistols and guys with bayonets or clubs or spades will come into their own. This way officers are incentivised to lead successful charges (so they can make their way into an environment they excel in) but they will need the riflemen and machinegunners to facilitate their advance. Machineguns will be a concern as they should be. You're right that 600m was considered average engagement range, as it is today. I imagine azrooh has coded a totally ground-up firing system. I hope there is something implemented where moving around will reduce your effective range to like 50m until you stay still for a while and "focus" on your target. Ghost recon (the old one) did this really well for rocket weapons, and sniper rifles.
Either way, i think it will be a good thing to let riflemen excel at their roles and officers at theirs. If they are reliant on each other they will be more likely to work as a team, so keeping the riflemen at a slight disadvantage in close trench fighting will incentivise them to stay with an officer even if theyre not in the same clan or whatever.
I think that melee should still play quite important part of the mod, mostly since if melee isn't important there's great many other engines which would do better job at depicting the WW 1 shootouts.
As far as I know, concussion grenades were not used in WW 1, while fragmentation grenades had dangerous overpressure radius less than 2 meters (in enclosed spaces, where usually shrapnel would rip you apart anyway).Harry_ said:It's a complicated issue in any game, really- very few do it right. The problem with shrapnel-based grenades in games is that they dont take into account overpressure effects. So while they work convincingly "in the field" - the fact that youd be able to throw one into a house or trench and someone in that house or trench might survive is a huge bummer. Obviously simulating this kind of thing is pretty hard in a game. There are complex things you could do to figure it out, maybe checking distance of the grenade to certain static objects before multiplying area damage, or shooting a ray or two to test if the thing is in an enclosed area. Sadly i dont think this is really possible in MnB... But grenades will have their most common use in clearing trenches, so for that reason I would hope to see them have powerful but short radius damage, as well as maybe some shrapnel - i dunno. That + the ability to throw them back would be pretty nice
Maybe adding 1 meter radius of area damage coupled with 40 howitzer-like shrapnel?
Ability to throw back grenades would be nice touch, but since warband engine is somewhat clumsy with picking up items it would probably require more work than it's worth.
Oposum said:I agree that melee shouldn't be common outside of trenches, but with high enough firerate of rifles it could easily become better solution for fighting in the trenches (if trenches are made really zig-zagging to avoid enfilade fire and rifles got some small random firing delay it could end up quite fine).
I think that melee should still play quite important part of the mod, mostly since if melee isn't important there's great many other engines which would do better job at depicting the WW 1 shootouts.
Harry_ said:As far as I know, concussion grenades were not used in WW 1, while fragmentation grenades had dangerous overpressure radius less than 2 meters (in enclosed spaces, where usually shrapnel would rip you apart anyway).
Maybe adding 1 meter radius of area damage coupled with 40 howitzer-like shrapnel?
Oposum said:Ability to throw back grenades would be nice touch, but since warband engine is somewhat clumsy with picking up items it would probably require more work than it's worth.
BetaKnight said:So Rigadoon when will you show emh the stuff?
Harry_ said:Oposum said:Ability to throw back grenades would be nice touch, but since warband engine is somewhat clumsy with picking up items it would probably require more work than it's worth.
I had the same thought myself. It really depends how they handle grenades. If a static grenade could be replaced by a prop with a very large "clickable" area (in the way that doors and such are done in vanilla) it could work more intuitively. I havent messed with those features though, so im not sure how well it would work.
Rigadoon said:If it is possible to have grenades that can be thrown back, shouldn't it be hard to do so? Having to fumble around for it before it blows up seems good to me, it'll be scary as hell. Making it too easy to throw back would make grenades more dangerous to the throwers than to the defenders.
Well hello Hoopy! Long time no see!Extreme_Badger said:Really looking forward to this mod, all of the work looks brilliant so far.