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Moon

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Posts posted by Moon

  1. So here it goes, the discussion about US democracy starts... wink.gif

    I am living in Germany for many years now and having studied journalism ran into a lot of the other European democracies. I support Steve's view 100%. If any European country would be the size of the US, they would run into A LOT of problems. The US system is not perfect by far, but with its own limitations (which mostly are just human) works amazingly well anyway.

    Take GErmany as an example. They do claim to have one of the best democratic systems (social democratic actually), but what democracy is this when you don't even get to elect your chancellor directly? (The chancellor is pre-determined by the party and you are able to elect the party, c'est tout)

    Well, don't want to get into more details since we're slightly off-topic here anyway... wink.gif

    BTS: if we don't see the beta soon, we are going to end up discussing world economy, Pepsi vs. Coca Cola issues and beers here soon (oops, had beer already...) smile.gif

    BTW: I prefer Coca Cola... wink.gif

  2. After looking at some battlefield maps from the Ardennes - with a lot of hills and ridges and valleys - I was wondering about the map editor's abilities to re-create this kind of surroundings for CM. How, e.g., will we be able to create hills? Would this be more like assigning a "highest point" of the hill with the computer taking over the rest of the calculations, or will we be able to actually "draw" the outlines of hills?

    Also - although I think this has been answered some time ago but I can't find it - will there be a maximum height difference between the lowest and highest points on the map?

    And finally, will there be a MINIMUM height difference that you can assign to a hill (e.g. 3 feet) ?

  3. This sounds great! So great that in fact I think I hate sharpshooters already now... smile.gif

    Will they be able to pick off targets in unbuttoned tanks and open top vehicles? Obviously, sharpshooters were looking mostly for squadleaders and officers as targets - will this be implemented?

  4. <BLOCKQUOTE>quote:</font><HR>You can also tell the covering squad to do "area fire" to keep multiple enemy unit's heads down in a sepcified area (roughly 25 meter arc from designated aim point).<HR></BLOCKQUOTE>

    Hear! Hear! Is this something new? I can't recall area fire from the "grazing MG" thread... but probably it's just me and my ole' brain... smile.gif

  5. I'd like to change the topic back to what it was before (if I may smile.gif )... coordination of troops.

    As I understand troops of different qualities (green, veterans etc.) as well as teams in/out of command have different "reaction times" to the player's orders. How will the player be able to move a mixed formation of veteran/green troops at the same pace to keep a formation? This applies mainly to the first few turns of a scenario when the troops had no enemy contact yet...

  6. Serious statistics for fratricide are hard to find... for obvious reasons I guess... wink.gif

    Back in the Army I read a German analysis for the US friendly fire casualties during Operation Desert Storm... Fratricide was estimated at almost 25% if I remember correctly (including artillery, small arms fire and basically anything else that can kill you on the battlefield). 25%! Obviously during WWII with less automatic weapons this number should be lower... but still... geez!

  7. I guess the safest way to simulate the very common pre-battle arty barrage would be to let the scenario start AFTER the hour of pounding the ยง/&$! out of your enemy...

    However, one question: although I agree absolutely that a point blank hit from an arty round will do a LOT of damage, my understanding is that even after the heaviest barrage often enough the guys on the wrong end of it survived, be it because of defensive preparations or just the usual inaccuracy of such attacks. The question: will we be able to get this kind of anti-arty preparation? Like roofed foxholes and trenches etc.?

  8. I was just thinking - maybe it would be a good idea to simulate the rising morale pressure that one encounters in battle (by seeing more and more dead and wounded as combat goes on) by lowering the morale numbers for squads by a few points per turn? The longer combat goes on, the more likely squads would to panic and run away or just disobey orders... this would apply to all squads, which is a very general approach, but it eliminates the need to track casualties - at the same time it prohibits unrealistic situations, like a green unit happily entering a house which has been hit by a howitzer shell and annihilated a whole platoon inside...

    Anyway, just an idea.

    I have one question as well - when units panic and start retreating, will they recover? And if yes, how fast will this happen? Will demoralized teams also flee the map (and if they do, will they be available for the next game in a campaign?)

  9. Did you guys change the hill screenshot? Now I can see the ground texture MUCH better and the slope is easily visible against the background. Great!

    A couple more questions:

    - the victory location flag: it seems to be very big. Is that because the Germans are virtually standing in the VL? The flag seems to be behind the multistory building...

    - In the hill screenshot, the selected US rifle squad is located in woods. Obviously they are within the "woods" floor texture. However, they are clearly visible because no trees block the LOS. Just to make sure I understand: they will still receive a defensive bonus if shot at, right? Will the bonus depend on how deep they are in the woods (if shot from the outside) or will this only affect the LOS?

    - In the hill screenshot, it is hard to see where the bazooka team and the HQ are. Am I right to assume that the bazooka team is on the left hand side in the background? (dang jpg's...)

    - In the upper screenshot, it's nice to see the "broken HQ contact" sign. That's great! These two grenades in the ammo box - I can't really see if this is rifle grenades or Panzerfaust rounds? Which types of ammo would we see in this box (e.g. smoke rounds for tanks) - obviously hand grenades are left out.

    Martin

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