Proposed Artillery Behavioral Change
- RebBugler
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Proposed Artillery Behavioral Change
Preceding threads:
http://www.norbsoftdev.com/index.php?op ... 0&id=16884
http://www.norbsoftdev.com/index.php?op ... 7866#18020
In order to address the above mentioned issues of artillery gaminess, the following is proposed:
1) As a default, artillery will automatically limber/retreat when within a minimum distance (tested to find acceptable number of yards) of infantry.
2) Enable the capture of limbering guns, once retreating, they are safe from capture.
3) Create a new command for artillery, suggest artystay, Aartystay. This would insure that player or scenario designer could override the default and keep artillery from auto limbering/retreating. This addresses Shirkon's historic compliance concern.
This is a rather extreme change for artillery, whether it's possible, we'll find out once submitted. Regardless, if not many folks chime in here promoting this change...IT WON'T HAPPEN. And, I will not submit this feature/change, because without a heck of a lot of forum support, it won't warrant the work necessary, and I'm talking a lot of work.
http://www.norbsoftdev.com/index.php?op ... 0&id=16884
http://www.norbsoftdev.com/index.php?op ... 7866#18020
In order to address the above mentioned issues of artillery gaminess, the following is proposed:
1) As a default, artillery will automatically limber/retreat when within a minimum distance (tested to find acceptable number of yards) of infantry.
2) Enable the capture of limbering guns, once retreating, they are safe from capture.
3) Create a new command for artillery, suggest artystay, Aartystay. This would insure that player or scenario designer could override the default and keep artillery from auto limbering/retreating. This addresses Shirkon's historic compliance concern.
This is a rather extreme change for artillery, whether it's possible, we'll find out once submitted. Regardless, if not many folks chime in here promoting this change...IT WON'T HAPPEN. And, I will not submit this feature/change, because without a heck of a lot of forum support, it won't warrant the work necessary, and I'm talking a lot of work.
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Re:Proposed Artillery Behavioral Change
My opinion:
#2 is necessary to fix the glitch.
#1 and #3 together have very little use. There may be some people who want their guns to retreat on their own, but most people who use guns well will override it, and what's the point then. My opinion is that these options are not worth the effort to add.
#2 is necessary to fix the glitch.
#1 and #3 together have very little use. There may be some people who want their guns to retreat on their own, but most people who use guns well will override it, and what's the point then. My opinion is that these options are not worth the effort to add.
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Re:Proposed Artillery Behavioral Change
1. Nay
2. Aye
3. Nay
J
2. Aye
3. Nay
J
Jack Hanger
Fremont, NE[/size]
"Boys, if we have to stand in a straight line as stationary targets for the Yankees to shoot at, this old Texas Brigade is going to run like hell!" J. B. Poley, 4th Texas Infantry, Hood's Texas Brigade
Fremont, NE[/size]
"Boys, if we have to stand in a straight line as stationary targets for the Yankees to shoot at, this old Texas Brigade is going to run like hell!" J. B. Poley, 4th Texas Infantry, Hood's Texas Brigade
- RebBugler
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Re:Proposed Artillery Behavioral Change
Garnier wrote:
As I already stated, you're proposal fixes the MP gamey issue, but will be a disaster for single play/AI controlled situations...multiple batteries could easily be wiped out without the 'heads up' of approaching infantry so they can auto limber/retreat. The 'capture while limbering' makes SP/AI batteries too vulnerable.My opinion:
#2 is necessary to fix the glitch.
#1 and #3 together have very little use. There may be some people who want their guns to retreat on their own, but most people who use guns well will override it, and what's the point then. My opinion is that these options are not worth the effort to add.
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Re:Proposed Artillery Behavioral Change
I vote yes for all three.
I hope that for #2 the guns will not instantly limber, but will spend time doing so. I would also add a #4. Where the player can man the captured guns, ask him if he would like to do so or just spike them, (they raise the white flag and disappear).
I hope that for #2 the guns will not instantly limber, but will spend time doing so. I would also add a #4. Where the player can man the captured guns, ask him if he would like to do so or just spike them, (they raise the white flag and disappear).
I can make this march and I will make Georgia howl.
- RebBugler
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Re:Proposed Artillery Behavioral Change
Marching Thru Georgia wrote:
1) Guns are captured if the division's infantry that's the aggressor has artillery designed with it.
2) Guns are surrendered if the division's infantry that's the aggressor has no artillery designed with it.
Thanks for the feedback, still a good idea, but that would really complicate this proposal, if it isn't drastic enough.
And, referring to your limbering question, limbering time would remain the same.
Your #4 would be tough. It's an OOB design thing.I vote yes for all three.
I hope that for #2 the guns will not instantly limber, but will spend time doing so. I would also add a #4. Where the player can man the captured guns, ask him if he would like to do so or just spike them, (they raise the white flag and disappear).
1) Guns are captured if the division's infantry that's the aggressor has artillery designed with it.
2) Guns are surrendered if the division's infantry that's the aggressor has no artillery designed with it.
Thanks for the feedback, still a good idea, but that would really complicate this proposal, if it isn't drastic enough.
And, referring to your limbering question, limbering time would remain the same.
Last edited by RebBugler on Sun May 02, 2010 3:35 pm, edited 1 time in total.
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Re:Proposed Artillery Behavioral Change
I'm also in favor of #2,.
However, can you consider adding in a melee before a gun is captured? As it stands now, capturing a gun is really like two-hand touch football. You charge the gun and you get it if you can touch it. Those batteries had crews that were very proud of those field pieces and were known for fighting to preserve their "virginity". Not only that, but those crews were, in many cases, recruited from the infantry ranks. So, those guys had been trained to fight.
If you can rush in a regiment by column, you can quickly capture an entire battery with an enemy infantry regiment nearby. They simply don't have time to react. If you add a melee in, this might give those neighboring regiments time to rush in and help defend the battery. At the very least, it might buy enough time to pull the remainder of the guns out of harm's way.
Just a thought....
However, can you consider adding in a melee before a gun is captured? As it stands now, capturing a gun is really like two-hand touch football. You charge the gun and you get it if you can touch it. Those batteries had crews that were very proud of those field pieces and were known for fighting to preserve their "virginity". Not only that, but those crews were, in many cases, recruited from the infantry ranks. So, those guys had been trained to fight.
If you can rush in a regiment by column, you can quickly capture an entire battery with an enemy infantry regiment nearby. They simply don't have time to react. If you add a melee in, this might give those neighboring regiments time to rush in and help defend the battery. At the very least, it might buy enough time to pull the remainder of the guns out of harm's way.
Just a thought....
Last edited by Rich Mac on Sun May 02, 2010 3:52 pm, edited 1 time in total.
Re:Proposed Artillery Behavioral Change
I am not in favor of changes 1 & 3. They do nothing to solve the fundamental issue, and add nothing to historical accuracry or realism.
Re:Proposed Artillery Behavioral Change
Marching Thru Georgia wrote:
Another thing to consider for your #4. If you capture the gun you must also capture the limber otherwise you have a 2400 lb paperweight. The ammo for the gun is on the limber and it's much easier to move by hand then the gun. Without the limber you have no ammo or fuses for the guns so they are useless for the current fight. And without at least some artillerists to guide the infantry you want to man the gum, most wouldn't know what to do anyway. Loading and firing a CW cannon isn't anything like loading and firing the rifle musket and most infantry would probably miss some important steps, like poking the friction primer through the powder bag to ensure the burning primer touched off the powder charge. or covering the touch hole while swabbing so that no air gets to the burning embers when swabbing out the barrel before putting a new charge in. Is bad if you don't have all those embers out and shoving in a bag of black powder that explodes because of them, it could really ruin the day of the person ramming the charge home.I vote yes for all three.
I hope that for #2 the guns will not instantly limber, but will spend time doing so. I would also add a #4. Where the player can man the captured guns, ask him if he would like to do so or just spike them, (they raise the white flag and disappear).
War is cruelty. There is no use trying to reform it. The crueler it is, the sooner it will be over.
Sherman, December 1863, remark to a Tennessee woman.
Sherman, December 1863, remark to a Tennessee woman.
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Re:Proposed Artillery Behavioral Change
Shirkon,
My #4 proposal is only for the times when a regiment captures the gun and automatically mans it. I would like the option of not manning it, just spiking it instead.
My #4 proposal is only for the times when a regiment captures the gun and automatically mans it. I would like the option of not manning it, just spiking it instead.
I can make this march and I will make Georgia howl.