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Gameplay !!!!!!!!!!!!!

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Gameplay  !!!!!!!!!!!!! Empty Gameplay !!!!!!!!!!!!!

Post  Berkut Sat Sep 26, 2009 8:21 am

SU-24М And Tu-22m3 with placing in the grasped airdromes for Naval Mode will be?


Idea concerning cards in TAOW. gut what it there was not simply a set of cards and division on world areas (the Far East, the Near east, the West, Russia and so on

1) Concerning Sea battles in TAOW? I have understood following facts. You will have ships of two types: 1) Heavy - they cannot enter into coastal waters and 2) a class of the ships which can come nearer to coast and conduct there fight (as far as I know at you the USA develop the program for these purposes "Littoral Combat Ship") and some can leave on a land (ON the AIR CUSHION) it SO?
сООТВЕСВЕННО And the LINE of COASTAL DEFENSE SHOULD be AGAINST ALL. Anti-Ship Missile Launchers SHOULD STRUGGLE With the LARGE SHIPS WHICH ПОТДЕРЖИВАЮТ SMALLER SHIPS WHICH WILL APPROACH To COAST.МАЛЫЕ the SHIPS And BOATS In the COASTAL ZONE SHOULD AMAZE ART ELERIJSKY Anti-Ship INSTALLATIONS AS Anti-Ship Missile Launchers HAVE the DEAD ZONE of DEFEAT SOME KILOMETERS.

It so?


Infantry role in TAOW? The infantry will supervise tactical zones?

At me idea concerning Tizera for TAOW. It is possible to remove on a cursor of game a roller about operations in game under the most suitable music.

For tactical depth I think at you должнен to be restriction on armies by quantity.

Ксати you will have in game a unit "Zoo" for detection enemy артелерии. It could be as addition to artelery (auxiliaries) on the higher rank.

The idea concerning city fights. Buildings are divided on components .When a building receives damages that разрушаеться only that component of this building to which несеться fire. At destruction buildings start up on its place remain ruins with which the infantry.That you also can occupy think?

On open space infantry уничтожается an armour, therefore I assume on cards will be numerous object where the infantry could take cover.


In TAOW there will be infantry groups. Интерсно, for them will be constructions (the wedge, a line, a number), and can for fighting vehicles too there will be constructions?

FOGM (EFOGM) will be in TAOW? The complex Launcher is equipped by a radio communication, system of satellite navigation NAVSTAR, an operator's console and a computer. Prompting simultaneously two rockets is provided. For synchronisation and coordination of actions in the field of fight ПУ комплексирована with systems of fighting management of field artillery AFATDS (Advanced Field Artillery Tactical Data System) and means of antiaircraft defence FAAD 2CI (Forward Area Air Defence, Command, Control and Intelligence) brigades. The instructions of the purposes can to go on all channels, including from the scout plane.

Ксати you will have in game a unit "Zoo" for detection enemy артелерии. It could be as addition to artelery (auxiliaries) on the higher rank.

Berkut
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Post  Snake Sat Sep 26, 2009 8:33 pm

Berkut wrote:SU-24М And Tu-22m3 with placing in the grasped airdromes for Naval Mode will be?

Similar to the planes on the "conventional scenarios", heavier non-carrier capable aircraft on the Naval Mode will be deployed from outside the map.

The aircraft will eventually pull out to rearm/repair/refuel (TAOW's own three Rs), after some time they'll be available for deployment again (the aircraft will take longer to rearm depending on it's attack capabilities, the more powerful it's weapons are, the longer it'll take to rearm).

Berkut wrote:Idea concerning cards in TAOW. gut what it there was not simply a set of cards and division on world areas (the Far East, the Near east, the West, Russia and so on

We'll include a very similar concept Thumbs Up! , players will choose their missions on the World Map, similar to the General Challenges general selection screen in Zero Hour.

Berkut wrote:1) Concerning Sea battles in TAOW? I have understood following facts. You will have ships of two types: 1) Heavy - they cannot enter into coastal waters and 2) a class of the ships which can come nearer to coast and conduct there fight (as far as I know at you the USA develop the program for these purposes "Littoral Combat Ship") and some can leave on a land (ON the AIR CUSHION) it SO?
сООТВЕСВЕННО

1 - The Art of War will have many types of naval units, in general we can group the various categories typically depending on their size:

  • Very Small - This category includes the smallest naval units, typically unarmed/lightly armed "RIBs" (Rigid Inflatable Boats) mainly used as infantry/special forces landing boats;

  • Small - The basic naval surface combatants, this category includes Patrol Boats (Fast Attack Crafts / Missile Boats), Littoral Combat Ships and Corvettes;

  • Medium - Important multipurpose ships such as Frigates and some larger Corvettes;

  • Large - The main and most powerful warships, possesses decisive armament and capabilities, this category includes Destroyers and Cruisers;

  • Very Large - Capital ships, tremendously important to add additional capabilities to fleets (deployment of ground and air units) however these are normally not meant to fill direct fighting roles (with some exceptions).
    Amphibious Assault Ships are an example and Aircraft Carriers are the paramount ships (acting as Flagships).





2 - Indeed, the smaller and lighter the ships, the more suited they are for littoral combat duties and ground force support. The heavier and larger ships won't be able to get so close to the shore.

Berkut wrote:And the LINE of COASTAL DEFENSE SHOULD be AGAINST ALL. Anti-Ship Missile Launchers SHOULD STRUGGLE With the LARGE SHIPS WHICH ПОТДЕРЖИВАЮТ SMALLER SHIPS WHICH WILL APPROACH To COAST.МАЛЫЕ the SHIPS And BOATS In the COASTAL ZONE SHOULD AMAZE ART ELERIJSKY Anti-Ship INSTALLATIONS AS Anti-Ship Missile Launchers HAVE the DEAD ZONE of DEFEAT SOME KILOMETERS.

It so?

Yes, all factions will have anti ship defensive weapons (used for littoral defense).
Artillery and Anti Ship Missile launchers are some examples.

Berkut wrote:Infantry role in TAOW? The infantry will supervise tactical zones?

Infantry in TAOW will be extremely important, infantry will be able to do a very wide array of tasks so yes, they will be able to conduct reconnaissance of tactical areas.

Berkut wrote:At me idea concerning Tizera for TAOW. It is possible to remove on a cursor of game a roller about operations in game under the most suitable music.

Hopefully yes, we definitely want to include music based on the kind of action/mission.

Berkut wrote:For tactical depth I think at you должнен to be restriction on armies by quantity.

This is a very important point!
We will limit certain units (normally very powerful ones) to prevent certain situations such as unit spamming. This is specially true on the Naval Mode, players will be capable of deploying only one Aircraft Carrier for example. The number of amphibious assault ships or heavy fighting ships (Destroyers and Cruisers) will be limited as well (this is also because of their size, which is very big).

Berkut wrote:Ксати you will have in game a unit "Zoo" for detection enemy артелерии. It could be as addition to artelery (auxiliaries) on the higher rank.

We want to include such an ability to allow higher ranking players to detect enemy artillery when it fires through the battlefield Cool (which will give players the ability to retaliate).

Berkut wrote:The idea concerning city fights. Buildings are divided on components .When a building receives damages that разрушаеться only that component of this building to which несеться fire. At destruction buildings start up on its place remain ruins with which the infantry.That you also can occupy think?

Yeah, building ruins will give soldiers a certain level of protection (not as much as being inside a building, but it'll give some cover).

Berkut wrote:On open space infantry уничтожается an armour, therefore I assume on cards will be numerous object where the infantry could take cover.

Precisely Thumbs Up! , infantry in TAOW will have many objects which the soldiers can use to increase their protection and to take cover.

On a completely open terrain (with small cover) the player may consider to order the soldiers to go prone and crawl (soldiers will move slowly but they will be less likely to be shot). In addition, while on prone position a soldier will be more precise and stealthy (camouflage).

Berkut wrote:In TAOW there will be infantry groups. Интерсно, for them will be constructions (the wedge, a line, a number), and can for fighting vehicles too there will be constructions?

We really wanted to include infantry squads (and we made some tests) but there are certain complications (since Zero Hour wasn't made to accept infantry squads like we wanted to include) so it's unknown if TAOW will include squads at the moment.

We will also include defensive "buildings" (defensive fighting positions), engineer units will be able to deploy small defensive positions to allow infantry or vehicles to garrison them.

An example is sandbags:

Gameplay  !!!!!!!!!!!!! 11lio3r


Berkut wrote:FOGM (EFOGM) will be in TAOW? The complex Launcher is equipped by a radio communication, system of satellite navigation NAVSTAR, an operator's console and a computer. Prompting simultaneously two rockets is provided. For synchronisation and coordination of actions in the field of fight ПУ комплексирована with systems of fighting management of field artillery AFATDS (Advanced Field Artillery Tactical Data System) and means of antiaircraft defence FAAD 2CI (Forward Area Air Defence, Command, Control and Intelligence) brigades. The instructions of the purposes can to go on all channels, including from the scout plane.

At the moment we haven't planned to include the EFOGM Anti-Armour Missile, but since we'll be including so many humvee variants I'd say it might be included as well Gameplay  !!!!!!!!!!!!! 498522 (the more the merrier Gameplay  !!!!!!!!!!!!! 356497 ).
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Post  Jarhead Mon Nov 23, 2009 2:20 am

A weather system would be nice, but since its not likely to materialize, there still are some ways to produce a weather system effect. For instance arctic type terrain, slowing the speed of various units, (provide track upgrades, for higher mobility). Allowing boomers to "break through the ice" with tunnel network logic. Weather effects across the screen to produce blizzard effects. Changing the "shroud of war" to immitate blizzard type conditions so units can only see so far at any given time. Throw in some slower vehicles that can reach where other vehicles cant, like arctic cats. Allow for vehicles to be "camoflauged" with white tents, making them harder to detect.
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