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SgtMuhammed

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Posts posted by SgtMuhammed

  1. Personal preference I guess. They are the guys who panic and dissappear from the battlefield. They volunteer to go back for spare RPG rounds and get lost on the way back. If you pay attention you will see a "!" appear above them then they will vanish.

    (During testing Charles tweaked the panic threshold down a bit. There were several battles where you would fight for a couple minutes and the AI would surrender. The end result would be a US total victory with 3 Syrian KIA 6 Wounded and 190 Missing. Realistic maybe but not a lot of fun from a gaming perspective.:D)

  2. As El Hombre points out there are conflicting issues when players talk about realism in the game. If you want more realism then you have to impose massive limits on the game somewhere. What level do you realistically want to command? Company Commander? Battalion? Platoon or Squad leader? Fine, then what are you willing to give up?

    The Battalion commander has very limited control once the bullets begin to fly. A realistic game as a Battalion commander would give you direct control over his command group and a limited ability to give orders to his companies. So you could then decide if you wanted to watch the battle unfold in RT or WEGO, either way your involvement would be rather limited. For the company commander you run into the same problem with your platoons although you have a bit more hands on. There though you fight the battles you are given with the tools you have at hand. No picking and choosing which assets you are going to bring to the fight, and so on down the scale. You could turn CMSF into a very realistic simulation of a single team if you were willing to severly limit the scope.

    Steve is absolutely right though with regards to units being ordered about. Even in training excercises with multiple walkthroughs you still end up with guys sitting around waiting for orders. Yes everone is an individual and can do great things but no one moves on the battlefield unless told to do so. Even real commanders get fixated on single points and forget to give orders to supporting units. Flanking attacks get delayed for various reasons and units fall completely out of contact and end up god knows where. These things would be realistic if included in the game but just imagine the reaction when you give an elaborate set of orders for a broad assault into the enemy trenches and find themselves leading 30 guys while the rest of the force looks at them like they are crazy (10 points if you know where that came from).

    People complain now because their units don't follow their commands to the letter, imagine if you actually gave those units a brain and they started doing what THEY thought was best. "Hell no I'm not driving out there to draw RPG fire, are you crazy?" Of course others compalin that their units are too brainless, "Why didn't they override my orders and seek shelter when they started getting shot at?" It's pretty unreasonable to expect the game to be able to guess when it is supposed to take over and when to stay out. If the AI started moving unused units on its own there might be some cheers of, "Hey, neat," but they would be drowned out by the flood of "Where the hell is my reserve platoon, I didn't tell them to go there, WTF BFC?"

    As far as RT v WEGO, RT is just WEGO with variable pauses. If I want to give orders to everyone I just pause and give orders. I don't understand why people consider the pause button unrealistic but it is perfectly acceptable for the world to work in 1 minute intervals.

    "In war everything is simple, but even the simplest things are hard."

  3. I also agree that with the community of this size, having a campaign with issues is a bit unforgivable. There are so many people who would give their left foot to beta test, there shouldn't be errors in campaigns or scenarios that BF creates for that matter. Love you guys, but it amazes me how things slip through like this sometimes.

    We were surprised as well. The script was fine on the test versions but something got nuked when it was all crated up for release. An updated version of the campaign will be released soon.

  4. They seem to be in a tighter shot pattern although it may be that I am seeing things. Basically what "armor" will do is ensure that only HE is used. With general it is possible to get a mix of HE and airburst rounds depending on the target. It doesn't happen often, especially since most general missions are called against buildings, but I have seen it. To me the "general" barrage also seems to have a bigger "footprint."

  5. In the current version the AI is VERY picky about what he will call arty on, and will not call it at all untill about half way through the scenario. The reason for the delay is to allow the AI to identify the player's main attack rather than wasting all his rounds on the initial recon. Of course if the battle has no recon then the AI is kind of screwed.

    There are a couple other threads about this but the big thing to remember is that the AI is much less capable than a human opponent with his arty. It can't guess where you will be going and will only fire at an identified target. If you are attacking and keeping your guys out of view for more than a minute or two there is the possibility that you will never see AI arty, even if he has tons of it. He will also generally not fire close to his own troops, although I did get to see the AI drop a 2000lb bomb on his own position once.:D

    In the newest patch we are working on loosening the arty up a bit to give the AI a bit more flexability.

  6. Remember that the time span is a + OR -, so if you set a 30 minute span they may never show or they may show 30 minutes into your battle.

    Unfortunately I like making big battles with max time limit so I can't hide the spare commanders. I just say that they are there because they are preparing to do the follow on operation and want to get a good idea of the situation.

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