I know this has been posted about before, and I was reading this thread:
http://bbs.hitechcreations.com/smf/index.php/topic,266160.0.htmlIn regards to the weather... And this one:
http://bbs.hitechcreations.com/smf/index.php/topic,267112.0.htmlIn regards to terrain effect on movement. There were a few others, but these seemed to be the best, and most recent.
However, I feel that these two topics are linked, and if they were to be implemented, they should be implemented together. I also have some different ideas on each of them, and some specifics on their effects that I didnt see mentioned before. This is why I am posting this, and combining them into one thread.
WEATHER TYPES AND THEIR EFFECTSFog: I have seen the port on the pizza map that gets socked in by fog... and thought it was very cool. But, that was the only time I have seen it. Fog should be moving, variable in density, and should be able to dissipate. Effect is obvious... not only does it obscure ground targets, it also effects visibilty on the ground as well. Making it almost as hard to shoot at aircraft from the ground, as it is to make out ground targets from the air.
Wind: This one is obvious too. It was mentioned in the previous thread that it should be variable in speed and direction. It should also vary in how rapidly and by how much the direction shifts.
Rain and Snow: Im not talking about these being so heavy that it grounds aircraft. More that it effects visibility. Depending on the amount, vis and ID range could be cut in 1/2 (more or less depending on severity), making for interesting variations on tactics. These would also have effect on ground movement depending on the terrain types themselves.
TERRAIN TYPES AND EFFECTS ON MOVEMENT:Type 1 - Road: (also concrete pads and runways at bases) No effect on movement of GV's. They move at their current in game speeds.
Type 2 - Open Terrain - Moderate: Grasslands, hard ground, tundra, and clearings... GV speeds are cut by 25%
Type 3 - Open Terrain - Soft: Bogs, Moors, Sand, Moderate Snow, etc: GV speeds are cut by 50% - Sinking, sliding and steering problems possible.
Type 4 - Open Terrain - Wet: Shallow swamp, beaches, shorelines, deep snow. GV speeds cut by 75%. Sinking, sliding and steering problems probable.
No need for a forest or rough terrain modifier, as these elements can be implemented by adding trees and by varying the smoothness of the ground as it is done now. These types of terrain force a player to adjust speed by their very nature.
Rain and snow cuts GV speeds by 25% in all conditions... effectively increasing the terrain "type" by one category. It should not be instantaneous, but the modifier would kick in after a set period of time with the current weather condition.
Weight of each GV type would also have to be considered as a modifier on anything other than Type 1 Terrain (Roads)
EXAMPLE: A Panzer is moving across terrain Type 2 (lets say grassland) in fair weather. Its speed at any given RPM and Gear would be reduced by 25% due to the terrain type it is traversing. So, its top speed would no longer be 24MPH, it would be 18 MPH. If the same tank, on the same ground, was to be in a rainy area, its speed would be reduced by another 25% from its CURRENT maximum... making its top speed on type 2 terrain, in the rain, 13.5 MPH. Under these conditions, it would also be effected by sluggish steering, slipping, and possible sinking in the mud. If the weight of the tank were considered as well, then these effects would get an additional multiplier.
A new map filter would need to be added showing cloud movement, and estimated precipitation amounts. Temperature would als indicated if it was going to be rain, or snow. Amount of information would be limited to what was available to weather forecasters during the WW2 era.
Now... the reason I am asking for this is simple. Weather played a huge part in making tactical and strategic decisions in WW2, and it still does today. By adding these to the game, it makes the taking, and holding or roadways, and better terrain important. (yes... more roads would need to be added). Armored attacks would tend to be more focused, and trying to outflank your opponents by traversing non paved ground would be slower, and more risky... just as it was in war.
It also allows for the defenders to set up positions that are focused on defending the roads, and easily traversed terrain. While making a "sneak attack" through a swamp or bog not impossible... but very unlikely, and a real surprise when it does happen.
As always... your thoughts and opinions are welcome
