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Other Means

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Posts posted by Other Means

  1. Armys are not trained to take prisoners.

    This has always been a problem.

    There is not one army that has ever bothered to train it's troops to take prisoners.

    Lone soldiers surrendering have always had a low chance of survival.

    This is sometimes mitigated by the captor having something in common with the captive.

    Speaking the same language usualy increases the odds astronomicaly.

    If you can say "I am surrendering. Please dont shoot me" in the language of the troops you are surrendering too, you have a 50/50 chance of not being shot. Otherwise you might as well not even bother.

    Soldiers are trained to take prisoners and armies are set up to process them.

  2. I think designing with RTS in mind is the way to go due to it's faster pace. Obviously, designing a WEGO keyboard layout for RTS doesn't seem to be comfortable for many. If you take a look at some of this TOW GUI I designed http://www.battlefront.com/community/showthread.php?t=93719 I see no reason that it could not be adapted to CM. The key to maximizing the amount of commands one can get out of available keys are the use of the Ctrl, ALt, keys and combo of. I learned this from Sudden Strike 2's interface. Sudden Strike had some of the best command and control still in comparison to other games that have come along. One key can offer up to 4 command variations with ease of learning use through muscle reptition, and key closness proximity.

    Command Key

    Ctrl +Key

    Alt+ Key

    Ctrl+Alt+Key

    Here is sample of how Sudden Strike used more than one command per hotkey:

    Command Key = Lay a landmine there

    Ctrl + Command key= Lay mines in a lose pattern

    Alt key + command key = Lay a mine at current location

    Ctrl+Alt+Command key= Lay mines in a tight pattern

    GUI button layout is the same as the keyboard to enforce muscle memory. 3 rows of 5, or 6 buttons each row

    Using the design I have in that thread. The current Alt commands trees on/off ect.. would most logically be moved to the F1-F12 freeing the Alt key for better uses.

    BF if you want someone with much RTS experience in command and control in things I know that work well in regard to this I can offer valuable input with this.

    You're spot on about the transparency of UI being dependent on muscle memory and the grouping of similar commands with modifier keys being easier to grasp - however with CMBN there was a few issues: it's Mac and PC, hence no "cmd" key, plus things like the lack of Function keys for minimal kbds plus multi-language support.

    It's a bit of a (M)inefield.

    What BFC have done is bundle the keys I created as an alternative* - however these won't suit everyone, especially people who use the wasd keys for camera nav, whereas the default layout they supply will.

    Give them a go when you've got the game and see how they suit you - dead easy to change if you don't like them.

    *see the CMSF forum for what they're like.

  3. Does anyone remember an operational level Cold War game on the Amstrad? It was a load of counters that ended up facing each other - blue and red surprisingly - as the West you had to fend off the Soviets for 20 days (or summat) as the Russians the opposite.

    You could escalate up to nuclear war. If you did, you got "Warm puppy" at the West and "Midnight Sun" as the Reds.

    Anyone?

  4. The gameplay seems very similar to CM1 at first, in that you're moving men etc. around using proper tactics – using the same skillset in other words. It’s only when you’ve been playing for a while that the differences really manifest. The addition of relative spotting, the greater fidelity in terrain and the 1-1 modelling add together to make it feel more realistic. It doesn’t feel like a tabletop, rules driven wargame.

    Of all the enhancements I would say it’s the 1-1 that has made most difference. The men are no longer amorphous blobs, they're physically there and the fact that you're getting them killed and you can see it happening gives the process more weight.

    In CM1 I'd take a flag with 2 left out of a squad of 12 and think I'd won. I don’t really do that any more. It has slowed infantry combat down and made me, as a player, make more of an effort to cross the t’s and dot the i’s. Because of that I've more emotional involvement with it.

    Not to say you can't have a rip-roaring battle, it just matters more, kinda.

  5. I agree, I think the UI is the main stumbling block for new players, both in what it does – the lack of movement scaling in the camera controls, the default keys with no key editor, no “snap to view” etc. and what it doesn’t do – show the amount of calculation under the hood that makes this as close to a simulation as possible, the lack of gestalt feedback when you're viewing the whole map, the lack of specific audio cues (“Enemy 500m left!”) etc.

    If people come to this game after being sold on the “realistic” modelling, how do they know it’s correct and that it matters? Currently they don’t really. We've got hit-text in CM:BN and that helps but it could do with so much more.

    But BFC know this as well as anybody and, as usual, have prioritised the game engine first. I think that makes sense. At least when you DO get to know the game, it’s something you're going to keep coming back to.

  6. Well, I remember you all the same Steve :)

    Actually I was notably involved in a debate on tattooed bikers in bars, though not topless and not in Manhattan, thus Jon's and Michaels memories remain excellent. I scarcely think that solidly off-topic debate ever made it out of the inglorious General Forum, but it was rather amusing nonetheless. I seem to recall a Mr Dorosh being a partner in crime here. But I might be mistaken - as Jon pointed out it's been six years.

    What I actualy wrote to say was - Thanks for sending me my original Dandelion profile, I really appreciate it. The only thing I have from that year that will still fit me :)

    Regards

    Dandelion

    I thought it was about the use of motorcycle scouts by the German army?

    Six years...damn.

  7. He's dead, and given the unrest in the ME his ideology is too. And what's brought the strategic victory - all the things we don't think about: individual rights, The Simpsons, the rule of law, a 55" 3D colour TV for £2,200, Facebook, The Sopranos, the right of peaceful protest, youtube, democracy, silly bands, burger fries and coke for £4, Liverpool 3 Manchester United 0, people being acquitted on a technicality - our culture and the standard of living it gives, in other words.

    The SEAL team that took him down that won the tactical victory - well done to them - but the strategic victory was won by allowing people freedom. As long as we don't lose sight of that we should be OK.

  8. Good answer, Steve. For me it was Doom, not Marathon, but I get your point.

    "For some their heads nearly exploded" probably describes me when I first played the CMBO demo. I guess I should never expect that again, just like, despite the fact that modern FPS are light years ahead of Doom, probably none of them will ever equal that day in 1993 for me, and no MMO will ever grab me like EQ did, etc., etc.

    I'll give CMSF another go next weekend. I probably just need to familiarize myself with the interface better to get more enjoyment out of it. It's pretty damn lethal....that I found out quickly.

    My hotkeys are in a sticky on the CMSF forum - they're better for old CM1-ers.

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