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bangers

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    bangers got a reaction from nik mond in This guy is worth a watch   
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    bangers got a reaction from Chrizwit3 in This guy is worth a watch   
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    bangers reacted to Bulletpoint in Experimental Design - CM1 Operations in CM2 (Video)   
    I like the way you think about nudging players into a more careful, realistic style of play, instead of just rushing forward.
    Cool to see you try to work with what we've got, but hopefully we will see Battlefront pick up on the wish for a campaign system that rewards conserving ammo and pixel-lives - and re-introduces persistent map damage.
  4. Like
    bangers reacted to Ithikial_AU in Experimental Design - CM1 Operations in CM2 (Video)   
    I’m apparently part of a small breed of the CM community that misses the old CM1 style operations. This is something I've talked about for some time on and off but over Christmas started to put my mouse where my mouth is... and started designing the thing.
    I hope to use this forum thread to update the community on my progress with this experiment and for others to chip in their thoughts/ideas/solutions to problems encountered. Introduction video first (I plan to do more down the line), followed by some written thoughts to get the ball rolling.

    For those younger CM Generals among us, CM1 Operations were essentially one large map with an end objective to reach by the end of a set time period broken up into multiple engagements. Force preservation and forward thinking were key to success. For example: “Okay, I’ve taken this village, do I keep pushing now while the enemy in front of me is disorganized or do I wait until sundown before creeping forward with additional forces that are due to arrive.” It wasn’t a perfect system by any means, for example there were issues regarding how the CM1 titles calculated the deployment zones for follow up missions based on how far the player pushed forward. (It could be gamed a bit).
    The CM2 Campaign system is more Designer controlled and is suited to following a more narrative structured series of events over multiple locations. My biggest issue with the current system is depending on how the Designer builds the campaign and handles reinforcements/replenishment; it can heavily encourage players turning to a ‘save scum’ mentality, (a constant reloading of older saves when something goes wrong), knowing they are unlikely to achieve victory later on if they lose ‘x’ number of units now. Or worse, you get the feeling you've progressed through the campaign well only to get to a mission that is simply unplayable due to previous losses. The fact we now see designers (or the community through websites such as @IanL 's) outlining in briefings and in supporting Read Me's released outside of campaign file, pathway and replenishment details is, I think, testimant to this problem. The margin for error before it becomes unwinnable (beyond the point of being a hardy worthwhile challenge) in a lot of campaigns is simply so small.

    Thing is I think we can create something close to a CM1 style Operation inside the CM2 engine. This is now largely possible due to:
    - The far greater map sizes and units the engine can handle now compared to CM2’s debut.
    - The variety of forces now on offer in most titles once modules and packs are released.
    - General beefiness of current computers.

    So a CM2 campaign is essentially a series of linked scenarios that form either one or two pathways to another dependent on 'winning' or 'losing' a preceding scenario. If we switch up the usual formula for a campaign to include the following:
    - The player has one large map to clear over a series of engagements that are spread over a tight timeframe.
    - A player must hit numerous terrain based objectives in a set order to reach the final objective which ends the campaign. The longer it takes the less the degree of campaign victory.
    - These terrain objectives are provided in an order set out by ‘higher command’ (the designer).
    - If the player wins, they move on to the next objective in the next allotted time slot.
    - If the player loses, they repeat the same scenario with time progressing to the next allotted time slot.
    - As time progresses both sides receive reinforcements and replenishment though given the small time frames there would be at set periods or only in small increments.
    - An extensive initial Campaign Briefing would be required.
    - Briefings between missions would be minimal to represent the lack of orders from higher command during a prolonged engagement. It's up the Battallion Commander (the player) on the ground to make the call on what to do next to meet their final objective. Perhaps limited to some on the ground intel or feedback to the player on what type of support is coming up in future engagements to help them make an informed decision around ‘commit now or later.’
    - Forces on both sides would be nearly all Core Units and tracked for the duration of the fight.
    The thing is why do we always think of campaign progression as a ‘line’ and why not a ‘table.’ If the player ‘loses’ a scenario, let them try the same mission again with what forces they have on hand but push the time along a little bit for the follow engagement.

    The major limit to this approach is the fact that the CMx2 engine doesn’t support terrain damage carrying over between missions. The designer would have to be a little bit creative here and slow damage / rubble down the map as time progresses depending on the circumstances. Perhaps at a set point you damage key focus points on the map to take into account pre-planned bombardments from Army HQ assets.
    Using this St Lo period engagement that historically occured on the map in the video over two full days of fighting is a nicely contained and smaller situation to test out these ideas. If this theory works it would be good to have a crack at the 502d/101st Ab's push towards Carentan. Dreams are always bigger than reality.
  5. Like
    bangers reacted to Ridaz in What a beautiful game!   
    Hi everyone! This is not an official AAR cause I was enjoying the game too much to take screenshots during the scenario. I only managed to save after the battle ended so all the screenshots are front the end of the scenario , but I would like to share my recent experience with black sea.
    After trying out the Demo and playing the training mission twice (lost the first time) I noticed at the end of the game the AI retreated to the woods when i was closing in on the town. I thought that was kinda cool and realistic. After all, the logical path was to retreat to the woods. Later, after reading more about the game's AI, I was somewhat surprise that it was based on trigger and that the AI had 3 levels. strategic, operational and tactical. I believe the strategic level is the one that is trigger based.
    So I bought myself my first CM copy. I played through the training campaign while following the guidelines on the manual which i had printed out. In the last mission I realise that it was the same scenario from the demo so I thought I would do fine but this time I followed the manual by splitting my team and all. First, I noticed when I sent my riflemen scout near the observation post alone they were engaged by snipers from the forest, which I kinda knew was there. However, this did not happened the first time I played in the demo, and I don't quite remember what I did. I made some mistakes on the way and ended up losing my observer, HQ and and 1 squad. 
    So I restarted the scenario again but this time I did it my way instead of following the manual. I sent one of my Bradley to to the side of the sunken road to engage the snipers which I know would shoot my guys near the woods at the observation post, but nothing happened I sent the same rifle squad to scout the woods and I got no engagement from the other side, no snipers, nothing. I sent he rest of my assault troops to assault route 1 without incident only engaging 2 squads on the way to assault route 2.

     
    By the end of this scenario, I caught the Russians retreating to the woods again just like in the demo, however this time I had 2 Bradleys near the entrance of the woods, getting ready for a massacre. Guess what, only 2 squads came out and after getting shot, the rest of them decided to stay in the buildings surrounding the chapel. They refused to come out until they surrendered, i managed to only take out 1 squad out of 4-5 that attempted to retreat back to the woods, mainly because I believe they turn back after the first two squads were engaged by my Bradleys


     
    After this, all I can say is that I am very impressed with the AI reaction to what do in the battlefield. It could just be random luck that i trigger or did not trigger certain triggers but this is the most realistic AI opponent I have seen.  In most games if the AI retreats if that even happens then it will happen no matter what, even if they are running into a meat grinder, but not in CM.
     

    All that remains of the Russian forces. 
     

    Made a mistake and lost a full squad, I was hoping to get full score. 
     


    Some Russians who died to my Bradley flanking them from the back of the town. Bradleys are beasts!
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