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Other Means

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Everything posted by Other Means

  1. It's the thicker air. Gives the engine more HP. You know ww2steel, it's great that you're doing all these but I can't help but wish you were here 3 years ago, before all this tumbleweed. Will you be doing something similar for CM:SF? You'd get yourself a whole heap of friends then.
  2. That's going to make a lot of people very happy.
  3. Presumably we can cancel these proactive orders? "Get back here NnnJenkins!" kinda thing?
  4. Proactive units, that's good. Can you give an example? I'd really like to see units assaulting a position where they can see the defenders are pinned and stuff like that. That could be fun.
  5. The observer is running away from Chuck. Not that it matters. Anyway, Chuck's only using the chute for show.
  6. You know when you're in the kitchen and go to pick something up from the floor then realise you're going to bang your head on the cupboard above you just as you're straightening up, then you realise actually you're not in the kitchen it's the bedroom and there's no cupboard so you're ok? It's a bit like that.
  7. Always the bridesmade... I'm not sure what you mean but ok, if you say so. What will let it down? The people in the windows not taking fire etc?
  8. If piullboxes can be entered and crewed by infantry, why not make all houses a special type of pillbox to allow their entry? I imagine pilboxes have shooting positions and armor values, with a bit of tweaking, couldn't this be done for houses? I know you were saying it's a complex UI issue, and I believe you. So why not circumvent that by having the house stay opaque and having it's own "crewed" (occupied) icon. There's no real need to see the guys inside. Just an idea.
  9. That wasn't me, was it? Sorry. I couldn't resist asking. </font>
  10. Aff'ye wharr geen ta hinclood tha pipes yead haff ta hinclood poysin gas an thangs o' thaht nature. Hit disnea seem fhare'n that. Peeple hwood hat it. Aye hwood fir one. Seein bloode poorin outa poor wee soldiers ears an grown men shootin thaselves ta git hway frim it.
  11. Cow pats. Not just this thread; needed on the battlefield.
  12. In the larger context of being able to change key mappings, I'd agree. In this specific case I'd rather map the RMB to something more useful.
  13. In reality not much better, in CMAK out to 500m. http://cmak.jemian.com/
  14. Definately Tiger Valley. That one's a classic.
  15. I recently lost 2 Shermans to one of these buggers. The first one was pure ambush - no complaints. The second one from 500m when I'd moved there to lay fire on it. First shot kills for both. A little peeved by that I was.
  16. We have OBA which can stand in for mortars - good enough for me, if officers can spot for them. Any chance?
  17. From the AAR Moon posted he said his units were fleeing until re-enforcements arrived. It might be poetic licence but it does seem to hint at a robust morale engine, taking into account more things than what fire they've taken. Which is good.
  18. Who's talking about turns? The current game has pause in single player, I just want the same curtesy in multiplayer. The only experiance I've had with the formation orders to sub-units orders I've had was with PCOWS and it was a real chore.
  19. I think we're both after games where the control of forces isn't 100% under the control of the player, in order to simulate the imprecision of battlefield control and vagaries of war. From what I understand, you think that the best way to do this is to give the player insufficient time to make the moves he wants or to think the situation through (it’s not my position that this would be the situation for most of the time BTW). Whereas I think there should be a specialised mechanism created to make sure that that control isn’t completely accurate, in whatever way. And yes, I’ve played CS, Q3, DoD etc and enjoyed them, but it’s not what I’m looking for from this.
  20. Sure, it is reasonable to command your forces. You will be able to give them all orders. You just can't do it all at once with perfect synchronicity. The method ensures you get to give more consideration to the decision than if you were there. This is true in a pure TB environment. In CM, command delay and TAC AI inputs counteract this inherent perfection. In RT the inability of the player to be everywhere and everyone at the same time achieves the same net effect. Oh, God, no. </font>
  21. It's not unresonable to want to command the actors in the game you're playing, this is just a method for ensuring you can give the same consideration to moves that you would do if you were in the situation. It's not born out of the need to exercise perfect borg like control, that's an unavoidable by-product of the actors being controlled by a single entity. Nor is it a matter of realism. The realism is inherant in the system because it IS a game. What we have is a situation where you can either apply sentient control of your actors yourself or allow AI control, which will not have the same situational awareness that a real person would have. BTW, saying the AI is excellent is not an answer - I'm sure it is and I'm glad to hear it. But it's not going to be sentient. If the issue of unreasonable co-ordination is going to be addressed I would prefer it to be via a similar construct to the command delays from CM, rather than using a ticking clock to apply it via a clickfest inducing method.
  22. ...ummm, no. You're EVERY person represented in the game. Therefore rather than frantically try and do 120 persons thinking in real time you pause. In that pause you do the thinking for the key actors in the situation and give them reasonable orders. And that's all that's wanted. It's a fudge, but it's a required fudge due to the nature of the game. If it was a FPS where every person was controlled by one thinking entity in real time then a pause wouldn't make sense. As it is, it makes perfect sense.
  23. Another vote for multiplayer pause. I've already got 3 opponents (and purchasers) lined up and we would all like the pause option. You're only ever going to be playing 1 other person, or so I believe, so if you're not enjoying the constant pausing play someone else. If this works like the CM model, people would play people who they have long term friendships with - or develop them from playing. So the disruption would be minimal. I long from PBEM though.
  24. Yes but ALL you have to do is pause it every 60 seconds, not allow orders outside of this and have a rewind & forward previous 60 second buttons! Inluding PBEM would then be easy! ...only joking of course.
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