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Dschugaschwili

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Posts posted by Dschugaschwili

  1. Originally posted by Battlefront.com:

    The bit that tripped up discussion, unfortunately, was stiff resistance to concrete stuff I brought out for discussion. Such as 1:1 representation, graphical improvements, etc. Steve

    That's funny. I think that modeling of single men is a good thing, but I don't mind having only 3 men right now, especially since it's not bringing my aging computer to its knees. smile.gif

    On the other hand, hearing "graphical improvements" rings a few warning bells with me, too. Not so much here at BFC since you don't seem to focus on graphics first (judging from past CM games). But I have a nagging feeling that game improvements in the last few years have been mostly graphics, while the depth has often gone down rather than up.

    I hope my trust in you to counter this trend is well justified. smile.gif

    Dschugaschwili

  2. Ok, I doubt that this thread is going anywhere, but still:

    As I already said in a previous post that got swamped, we (forum members) are at a severe disadvantage at the moment. A couple of words (or even a lot of words) can't give us a real feel for CMx2, and it's perfectly understandable why BFC doesn't want to give too much away right now.

    But Steve, you should understand that without a deeper knowledge about your plans it's very hard to come up with something more substantial than "per weapon ammo tracking", "two e-mails per turn PBEM system" or "better arty modelling". Most of us don't have time to think about how to improve the game all day.

    Now, I don't intend to defend people bitching about things they don't even know yet, but it shouldn't come as a surprise to you either that every single word you write here is interpreted five times over. This just shows how high the anticipation is already now.

    Just imagine what will happen if you release a CMx2 Alpha AAR some time. :D

    Dschugaschwili

    Edit: By the way, I certainly don't think CMx1 is flawed in any way. To me, it's a great game, and that's all that matters to me. I guess for most of your customers (including me) playability is much more important than historical accuracy, so please continue making tactical wargames.

    [ February 17, 2005, 12:04 PM: Message edited by: Dschugaschwili ]

  3. Originally posted by Wartgamer:

    I think if there is to be feedback from customers: direct questions have to be asked.

    Such as:

    1. Do you want us to keep the same 1 minute turn?

    That question would have made sense going from CMBB to CMAK (read: largely unchanged engine). But with a totally new engine that changes almost everything, noone of us can know what changing one variable like the turn length would lead to. So if asking us can't produce meaningful results, why should Steve (who is not a programmer, by the way) ask us such questions in the first place?

    Dschugaschwili

  4. Originally posted by McAuliffe:

    [...] Now, when designer asked Mr. Grog, what would you like to change on the next model, Mr. grog responded immediately : "Please, c-h-a-n-g-e g-e-a-r - b-o-x"

    "Naaah" said the designer: "You have to think bigger, this gear box thing is a futility, it's not worth spending time and money on this".

    And what if the designer has already planned a continuous transmission for the next model, so there won't even be any more gears to worry about? You can't know yet why the designer thinks that the gear box is a thing of futility, so why don't you show some trust in him?

    Dschugaschwili

  5. Steve,

    I think the problem that Grog has is that the car designer already has a plan for his new car and already knows the basic shape. Grog doesn't know about that, and merely telling him to think bigger doesn't help him any, even if the designer gives a few examples of things that Grog can not really imagine.

    Going back to CM, I can only speak for myself, but still:

    When I read the short news post on VoodooExtreme that a small new company called Battlefront was developing a new turn-based strategy game (yes, it did say turn-based strategy) and I decided to take a look, I couldn't get much information out of the forum except some basic design goals like the WeGo concept (which sounded interesting) and the TacAI. This wasn't nearly enough to enable me to get a feel for how the game would be. But the Alpha AAR had just started, and that was what really got me interested, and it painted a much better picture of the game than any forum thread could.

    I think we have a similar problem now. You can't get your ideas across with just words. Of course, you may not want to do a CMx2 Alpha AAR because you don't want to give away your design secrets, or the coding is not yet done to the point where a game would be possible. But most of us will not be able to imagine what you have in mind without something like an AAR. Not your fault, of course...

    Dschugaschwili

  6. You can drive your guns to their destination using the reverse command. The gun is dropped off about 5m behind the vehicle, so you can save a little moving distance that way. If you have a nice ridge, you can even drop off the gun in a position overlooking the other side without showing the transport if you get the waypoints exactly right. Tricky, but I think it can be done.

    Dschugaschwili

  7. Originally posted by Battlefront.com:

    Every so often people just have to bite the bullet and upgrade if they wish to use the latest and greatest software (games, OS, A/V, whatever). For the last 5 years you guys have been able to run our stuff, by and large, without having to upgrade. 5 years is a very, very long time relative to the increases in technology. The system I bought 3 years ago is barely able to run any of the new games out there as it is, not to mention my laptop from 5 years ago. So I'll be upgrading my system in anticipation of CMx2 right along with many of you all.

    Steve

    Since I'll have to upgrade to play CMx2, too (a Duron 700 + Geforce2 isn't exactly top of the line anymore...), I'd like to ask if CMx2 will benefit from a dual-processor setup or a multi-core cpu (that should be available then). Or will the game run faster on a single processor core with higher clock frequency?

    Dschugaschwili

  8. Originally posted by Glider:

    B) Every situation where you are involved in long and medium range inf firefights. Split your squads into short-range and long-range elements, hide the short-range elements, let the long-range elements fire. The result - you retain 90% of your long-range firepower and you save 50% of your ammo.

    Since CMx1 doesn't track ammo per weapon, this may be even more realistic than running out of ammo for your SMGs after some shots fired at 250m. We'll have to wait for CMx2 to have this advantage nullified.

    Dschugaschwili

  9. Originally posted by Battlefront.com:

    Once the abstractions and shortcuts taken for CMx1 are undone, lots of things become possible. Some of them should become automatic. I am not the one doing the coding, and this part of the coding isn't done, but I suspect being able to hide behind a vehicle will be one of the things that "just happens" as part of the larger changes taking place.

    Steve

    So could it also happen that shells fired through a patch of trees sometimes hit one and go off early? I always wondered how the gunners manage to avoid just about any potential obstacle on the way to the target, especially if there are friendly troops in those trees... smile.gif

    Dschugaschwili

  10. Originally posted by Battlefront.com:

    Terrain is significantly refined to the point that tiles, basically, don't exist any more.

    [...]

    Steve

    Does that also mean that units will be able to aim at non-ground objects? Right now the only thing other than terrain you can aim at with area fire is the top floor of large buildings. I'd like to see troops being able to aim at building walls (tanks wanting to destroy a "hull-down" building) or trees (arty spotters aiming at a wooded slope, currently if you can't see the ground, you'll always get a blind mission even if you could see spotting rounds that explode in a tree).

    And it would be nice if shells fired through trees would have a chance of hitting a tree and exploding in mid-air. Especially if a tank fires through a patch of woods where friendly trioops are hiding. :D

    Dschugaschwili

  11. Originally posted by REVS:

    Out there on the CMAK etc "football field" of the gamer's typical battlefield, you never see the Sherman's real virtues in action, because the Germans, miraculously, have managed yet again to turn out some of their best tanks, full of ammo, with all spares installed, ready for battle.

    You can always convince your opponent to play a scenario that has limited German armor or a QB with some combined arms Allied troops attacking some mechanized/infantry Axis defenders.

    I love CMAK etc as a game, but as soon as its developers come up with some way of recognising the fact that its main limitation is that it's a game, the sooner they will improve it as a game.

    The developers have always said that CM is a "tactical wargame", so don't blame them for not having delivered a perfect simulation.

    Dschugaschwili

  12. Originally posted by tar:

    </font><blockquote>quote:</font><hr /> It would also be cool if routing units sometimes randomly cast off their weapons, ammo, grenades, etc. as they tried to get away.

    Well, to a certain extent they do, in an abstract way. The greater casualties that routed units suffer when fired upon can be seen as men who cast off their weapons. Without weapons, they are no longer combat effective and this can be subsumed by the "casualties" mechanism.

    </font>

  13. Units in panic crawl for the nearest cover in CM. Broken units in CM hit the ground and stay there. Routed units in CM run for it. And routed is the single worst morale state, two levels below panic.

    Whether this state should be reached as often as it currently does or if more units should stay at broken is open for debate. But the basic behaviour pattern doesn't seem too far off to me.

    Dschugaschwili

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