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Moon

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Posts posted by Moon

  1. WOWOWOWOWOW! Nice feature! NOW you can make some awesome Ardennes scenarios!

    Two questions though:

    - will this not cause any problems with gameplay, like tracking LOS and projectiles?

    - will a level 3 hill graphically APPEAR to have the same height always or will a level 3 hill with 12 meters elevation change appear higher on the screen than one with 3 meters elevation change?

    Hmmm... how can such a simple question be so difficult to write down? smile.gif

  2. I'd like to add that one shouldn't forget that Steve most probably recorded the movies with the men and vehicle graphics enlarged. (Correct me Steve if I'm wrong). That would mean that the squad probably is further away from the exploding Priest than it looks. So it is possible that there were no casualties with that squad...

  3. Now that the news is out I'd like to thank Steve and Charles for giving me the chance for an interview and see the alpha version of the game. One would wish that more developers/publishers would offer such a tremendous support as I received from them! Thanks again!

    Now that I've seen the game I can really say that everything you'll find in the FAQs and on the forum is 100% true and already in the game. When we played that little scenario (actually we played two... smile.gif), I must admit that this game looks and feels already like a 1.0 version you would normally find on the shelves from other publishers. Except that Combat Mission in its current state already beats every single wargame for the computer I have seen so far... (and I have seen a lot)

    The attention to detail is overwhelming. You can see your infantry guys lobbing grenades and firing their small arms, the heavy guns recoil and target enemies realistically, hell, I think I could even see the shoelaces on that SS squad... smile.gif

    Believe me, though, seeing the game didn't make my life easier... NOW I can't sleep anymore...

  4. Yeah, I know... well, I have one of these Bill Gates puppets that you can slam everytime something happens with your Windows PC... I will have to buy a new one soon, the old one is worn out... smile.gif

    But don't worry, it's time to upgrade my office computers soon - Mac here I come!

  5. With its 60 sec. action turns I believe the problem of total intelligence will be far less than with any other game. During these 60 sec. your units are more or less on their own and that is more than in any other game I have seen so far... Throw in the emphasis that CM puts on C&C and I believe it is as close as it gets to restricting players from taking too much advantage of the "über plan" smile.gif - at least unless you decide to give complete control over to the AI, as Steve suggested...

  6. During a tank museum visit several years ago, the guide (which looked like an old WW2 veteran himself) said something like that: "The ventilation slits in a WW2 tank are sucking air like a vaccum cleaner..."

    He went on to explain that tanks even hated to stay around smoke too long because the inside would become foggy after a few minutes...

    Can you imagine what would happen if a REALLY HOT mixture of gasoline comes close to these things?

  7. Since I know that you LOVE flamethrowers, Steve, I was curious about their effects in CM (I think I remember a really old discussion about this, but why not ask again?)

    I've seen houses and tanks burning in the screenshots - what else can we flame? Will trees, hedges, fields, fences and wooden bridges burn as well (causing smoke and hindering LOS)?

    How lethal ARE flamethrowers in the game? According to my readings, they had a HUGE impact on morale for the teams on the "hot" end...

  8. I am with Chris here in general. I'd also like to add that even in reality not EVERYTHING is possible and there ARE restraints even in the real world.

    Although of course there are no "color coded deployment zones" smile.gif, there ARE pre-selected assembly and jump-off points in real life. A company hardly really can set up where it likes - it is assigned a predefined sector from its parental HQ and has to make sure it stays in there. These assignments go sometimes as low as the platoon level!

    Same with the game map edges - task forces ARE assigned attack sectors with boundaries and better make damn' sure they stay within... because if they don't, they might run straight into their own people, most probably causing ugly friendly fire casualties...

    So the map edges in the game are not 100% unrealistic. The only problem I see with them is that they limit the defending player in an assault scenario as to where and how to set up his defenses, thereby allowing for slightly less firepower at the edges than in the center. But as the attacker, also the defender has certain assigned sectors (usually twice as big as the attacker's sectors - see the historical section at my website www.online.de/home/gamesofwar for more details) and cannot just freely place forces at his flanks. Except for static fronline battles, there ARE therefore relatively safe boundaries on most real battlefields...

    Finally, let's not forget CM's scope. We're talking battalion here at most. At this level, the classic flanking maneuver is more or less a theoretical issue. Once regimental HQ decided "you guys attack here" - well, that's exactly what you do. On battlefields were tanks can engage most targets across large portions of the map, it's the terrain that defines "flanks" (by defining dead spaces) rather than map edges...

  9. Since Steve obviously has to choose his words rather carefully, let me express in a far simpler way what I think about it.

    CM rocks - CC3 sucks.

    CC3 is a neat little game but doesn't even come close to what it promises on the box cover. I was really disappointed when I got the game, which was advertised to be a grognard's dream: Scenario editor? Pfff... you can't even make your own maps. Realism? Yeah - I have seen HE rounds take out a tank. Fun? Yeah, a bit when you have five minutes to kill - but don't expect anything like a realistic war simulation from it.

    If you want to know my opinion - wait until CC3 is sold for 10 bucks, then get it.

    Alright, enough bragging about CC3 now...

  10. As far as I recall, the only way available so far to set up an ambush is to order your units to hide. This makes sure they go prone and try to remain unnoticed until a good shot becomes available. I could imagine that a bit more player control would be nice here to avoid the computer selecting the wrong target (or the right target at a wrong time).

    Imagine a Sherman column driving into a little town and the Panzerfaust shooting at the lead tank just before it enters the town (allowing the rest of the column to easily encircle the town)... wink.gif

    How about this solution: add an option for the player to set firing ranges for your units. You could e.g. order the Panzerfaust team to fire only when a target becomes available within, say, 50 meters, thereby luring the column further inside the town...

  11. I think I agree with Steve here. I could imagine it went something like this:

    Camera crew: "Hey GI, mind firing a few shots at the enemy for the camera?"

    GI: "You nuts? They might fire back and kill me!"

    Camera crew: "PLEASE...."

    GI:"OK, but I'll do it like this..."

    The rest you saw... wink.gif

  12. Short follow-up question on the "Quit" suptopic: if I quit a scenario within a larger campaign because things look REALLY bad, what will the next scenario look like? Or is the whole campaign lost?

    For example: if you quit a game, will the scores factor in that an x number of my soldiers will die when hastily pulled ouf of contact with enemy units? I think CC3 does that - if you hit the quit button, a menu screen pops up saying something like: when you withdraw 7 soldiers will be killed, do you want to proceed?

    The latter is actually quite interesting in my opinion, because it forces a player to plan for a retreat before hitting the quit button in a campaign. In other words, you don't want to hit the "quit" button before you moved at least a good portion of your men out of contact to make sure they survive for another day.

  13. The german political system was set up by the Allies (specifically the US) with basically the same pretext (to counter the rule of the masses - which, historically, at that point were considered to be Nazis). Effectively, the people have even less power in their votes than in US (because NONE of our politicians is elected directly, they all come off the party's list). The idea is that people are supposed to vote for a party's program rather than the people...

    Anyway, this is the last thing I am going to say to this. Now on with the more serious matters of life - without even looking at all the details of CM, it simply HAS to be the most realistic game so far because of it's unique real-time action turns. This eliminates a lot of the problems "normal" wargames are running into, while avoiding the "click-feasts" which ruin Real-time strategy games. THAT alone is 'nuff to blow any current competition away. Add to this the attention to detail we're seeing here, and without even having seen the game yet I am convinced of the 99% reality-factor Steve mentioned earlier. Well, let's say 98,5%, ok? (0,5% off for not modelling german night vision systems) wink.gif

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