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Other Means

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Everything posted by Other Means

  1. I think that's an oversimplification ground, walls etc has an effect on the blast radius and as such I don't think it actually needs vectors.
  2. Exactly what I came here to post. The issue there is that the Bradley wouldn't be able to deflect it's gun low enough to shoot into the trench from the angle. It would have to stand off a distance, giving the guys in the trench earth to hide behind.
  3. It was more than 2 squads, believe me. But my own stupid fault for: a) stacking stacking so close (but not in) the strike area. Won't happen again, let me tell you. As an aside, it'd be good if you received a higher morale hit from FF, as ISTM it would be something that would really knock you, even more than a sniper hit. {edit} BTW my guys weren't moving, they were just too close. [ June 12, 2008, 03:57 PM: Message edited by: Other Means ]
  4. I just made a 4k * 2.4k map in the editor. Hardly "limited" really, especially given tactical vs max ranges in most engagements.
  5. Always used, I think all my opponents did to.
  6. Link. You'll have to create an account to log in, but it's all free and honourable.
  7. As each terrain square has a line around it, it's much easier to see slight undulations in it.
  8. There's already a gridded mod for CMSF.
  9. You mustn't read the same board I do. "We would do that if we had the resources" is going to be inscribed on Steve's headstone. </font>
  10. You mustn't read the same board I do. "We would do that if we had the resources" is going to be inscribed on Steve's headstone.
  11. This is the difference between PBEM and other forms of multi-player. For PBEM each player's computer does not have the basic information because it is not in a persistent state like TCP/IP. In other words, there isn't anything loaded into RAM except what comes in the PBEM file, therefore each PBEM exchange must have *all* the data just like a save game file must. {snip} Steve </font>
  12. I don't think it would do anything other than decorate the crews trousers, as the explosively formed penetrator is parallel to the top armour.
  13. It's long grass coloured blue. The wake is exhaust. Nicely done
  14. The main reason massive maps can't be done is greater terrain fidelity. So it's either make a game that has the same terrain as CM1, and have it able to play 10*10km maps - which I personally would play roughly twice - or have one that can do very good terrain but not quite to that scale.
  15. But surely that kind of tactical application of fire and manoeuvre is what the player does by combining commands? Currently to have base of fire and flanking, we have 2 units firing and 1 unit moving. The commands you've indicated would be a multi-unit type thing which, given the plethora of options available for where to go, how much fire to apply, what route to take etc is best done by the player? I know they're only top of the head examples you've given but it's something I've been mulling over to, so forgive me if you think I'm pissing on your chips IMHO the unit level commands would be things like "bounding movement", "covered overwatch", "point man 5m separation" etc. Things that the unit, rather than a group of units does.
  16. God, Red Baron. Why doesn't someone make a good WWI flight sim? 50 planes swirling round in a massive dogfight...balloon raids...Zeppelin raids...one on one with the wily Red Baron... Talk to someone Steve, it could be great.
  17. You first heard it here guys. </font>
  18. The bottom one is excellent! (sorry, someone had to say it )
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