A road should function as a road for movement purposes whatever the terrain it is in.
Currently some vehicles may not move into certain terrain; desert hill, swamp, jungle, mountain etc
So you should be able to move a tank into jungle, but its combat stats would be poor.
A new 'mountain peak' terrain where you can't add a road (in the editor).
A new wide/deep river type (dark blue) which would block all movement except by engineer units (which should be able to lay a pontoon bridge using more turns than current bridge-building).
A (cosmetic?) wadi/dry river type (brown) to break up the desert 'sameness'.
A cosmetic 'trees' option that would sprinkle trunks over a whole hex, not only the current hex-side trees. These new trees could be used to vary difficult terrain (hills) and mountains.
Cosmetic landmarks like Eiffel Tower, Kreml, Big Ben, Brandenburger Tor, Stortinget etc to add a bit of extra for those end-of-campaign scenarios.
More?
Terrain wishlist
Moderators: Order of Battle Moderators, The Artistocrats
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- Sergeant Major - Armoured Train
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Re: Terrain wishlist
Great idea landmarks!! Colosseo and San Pietro for Rome, London bridge, duomo for Milan and more and more others...
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- Sergeant First Class - Panzer IIIL
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- Location: Budapest, Moscow
Re: Terrain wishlist
No need for new river hex, simple allow bridges over water, if they are destroyed they prevent movement (except ships/amphib) and also break supply. The rest I support, or at least give us tools / instructions how to make new he decors. 3D objects are easy to make.
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- Lieutenant-General - Karl-Gerat 040
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Re: Terrain wishlist
Yes, paved roads should definitely allow all units to be able to pass through all sorts of terrain (with reduced speed).
Also agree with more decorations, esp. some of the wast desert maps look quite uniform.
Also agree with more decorations, esp. some of the wast desert maps look quite uniform.
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- Sergeant - 7.5 cm FK 16 nA
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- Location: Wilmington DE USA
Re: Terrain wishlist
+1 - a new hex would be ok to indicate a major river. The current water crossing penalty is ok I guess for minor rivers,streams, creeks etc. But totally agree and have since I first started playing OOB, rivers are much too easy to cross making bridges not quite as important as they actually were. One of the other war games I played (can't remember which, might have been Steel Panthers) had certain ground units have the ability to use assault rafts. Maybe that as an special trait?Admiral_Horthy wrote: ↑Tue Jul 10, 2018 5:13 pm No need for new river hex, simple allow bridges over water, if they are destroyed they prevent movement (except ships/amphib) and also break supply. The rest I support, or at least give us tools / instructions how to make new he decors. 3D objects are easy to make.
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- Sergeant Major - Armoured Train
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Re: Terrain wishlist
Panzer General 2 had bridge engineer units and 1 hex river unpassable without bridge... i agree It would be nice to have that on oOB
Re: Terrain wishlist
+1GabeKnight wrote: ↑Wed Jul 11, 2018 4:47 am Yes, paved roads should definitely allow all units to be able to pass through all sorts of terrain (with reduced speed).
That's why the road is built there.
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- Sergeant - 7.5 cm FK 16 nA
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Re: Terrain wishlist
+2CoolDTA wrote: ↑Fri Jul 13, 2018 12:40 pm+1GabeKnight wrote: ↑Wed Jul 11, 2018 4:47 am Yes, paved roads should definitely allow all units to be able to pass through all sorts of terrain (with reduced speed).
That's why the road is built there.
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- Sergeant First Class - Panzer IIIL
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- Location: Budapest, Moscow
Re: Terrain wishlist
I thought about a bit bigger bridge icon, that crosses the entire width of the hex. This type of bridge should be contiguous with another one so it could handle multiple hexes and map scale (in case someone makes a company level scenario)
My concern was also to allow ships to pass also prevent unit crossings if the bridge is destroyed.
Stone/concrete Wall : Same as escarpment but different graphics. Better suited for urban areas - eg. castle, fort, etc - should also give some height to the hex
My concern was also to allow ships to pass also prevent unit crossings if the bridge is destroyed.
Stone/concrete Wall : Same as escarpment but different graphics. Better suited for urban areas - eg. castle, fort, etc - should also give some height to the hex