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Re: [GZG] Artillery considerations

From: Ryan Gill <rmgill@m...>
Date: Wed, 9 Jul 2008 00:56:41 -0400
Subject: Re: [GZG] Artillery considerations

At 8:24 PM -0400 7/8/08, Andreas Udby wrote:
>
>The in-game aspects of this would allow a tank 
>to transition between fire modes using half its 
>action points, or whatever action system the 
>game uses.  The indirect fire mode would be less 
>powerful than that of thoroughbred artillery 
>pieces, but the advantage to the player would be 
>the versatility of the tank.

Your big problem is ammo supply. Bigger rounds 
reduce the number of stowed rounds.

Do you want stowed kills in tank form or area 
suppression/neutralization in artillery form?

Good tanks aren't very good artillery either due 
to design limits in how guns must be 
elevated/trained.

-- 
--
Ryan Gill	       rmgill@SPAMmindspring.com
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      |        |		   |	     -==----	  
      | O--=-  |		   |	    /_8[*]°_\	   
      |_/|o|_\_|       | _________ |	    /_[===]_\	  
      / 00DA61 \       |/---------\|	 __/	     \--- 
   _w/|=_[__]_= \w_    // [_]  o[]\\   _oO_\	     /_O|_
  |: O(4) ==	O :|  _Oo\=======/_O_  |____\	    /____|
  |---\________/---|  [__O_______W__]	|x||_\	   /_||x| 
   |s|\        /|s|   |s|/BSV 575\|s|	|x|-\|	   |/-|x| 
   |s|=\______/=|s|   |s|=|_____|=|s|	|x|--|_____|--|x| 
   |s|		|s|   |s|	  |s|	|x|	      |x| 
'60 Daimler Ferret '42 Daimler Dingo '42 Humber MkIV (1/3)
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