That's what I refer to as the WH40K effect - not because that game started it, but due to the fairly short ranges of all of the "future" weapons in the game. Playability over realism, I suppose.
On the other hand, the possibility of the fighting occurring in such a small area could be possible if the terrain in the area was heavy enough. If you can't get a clear shot because there's a bunch of trees (or some other inconvenient terrain features) in the way... Desert, plains, oceans, and skies, are the only real areas where "maximum range" on most modern direct fire weapons has any real meaning. As an example, I point to the Steel Panthers games (which were what truly brought the issue to my attention). In the first game, which is set in World War 2, guns have to factor in both line of sight issues, and maximum effective (which is always less than the actual) range. The second game covers equipment from just after World War 2, clear up to the modern era (late 90's, I believe). Stick an M1A2 Abrams MBT on the battlefield, and suddenly the only issue is whether it has a clear line of fire from one end of the map to the other. Just because it has the range and targeting equipment to hit something that far away doesn't mean that the dead vehicle walking is dead quite yet. The M1A2 has to have a clear line of fire first before it can send a shot through its target (and in the game, it's VERY good at that).
junior ---------[ Received Mail Content ]---------- |
-------------------------------------------------- The Gundam Mailing List MK-II [email protected] Archives: http://www.gundam.com/gml Help: Email [EMAIL PROTECTED] with this in the BODY: help list
