Jump to content

sebastian

Members
  • Posts

    113
  • Joined

  • Last visited

Everything posted by sebastian

  1. At least you have decent infantry numbers there...
  2. Still no info on widescreen support? I really would like to know, how the GUI looks on a format other than 4:3.
  3. Why only on the squad leader? Why can't I doubleclick on any squad member to select the whole squad? Why this frustrating limitation? So how many men did you command at a time? What I would like to see, is what we had in CC: A company, consisting of up to 15 squads/teams with easy and fast squad selection (click on any squad member) and squad-level mouse reporting / highlighting.
  4. Double post I can't delete, sorry.
  5. Thats bad! Go to a university with internet, so you can play online games, download music & porn and make billions of friends on myspace. Seriouslly: I agree with you 100%
  6. Demos I played for days, and made my buy: 1. Close Combat 2 2. Jagged Alliance 1 3. Silent Hunter 1 4. Combat Mission : BO (was not really needed, when I first saw the screenshots and read the info, i knew it's it)
  7. My guess: Their engine is not capable, to simulate enough infantry, to justify squad level control. Look at the AARs. You have about 25 infantry men per side. That would be 2 squads. In CC you had up to 15 squads. Individual control would be a nice feature, for some rare situations, I sometimes wished to have in CC. Making it the default is a step backward, in sense of RTS-evolution. Even the casual-RTS games go towards squad level selection, by default. But what kind of game, "Close Combat 3D" or "Codename Panzers"? It would be "fair enough" for me, if we were in the year 1995, and I would not know CC or CM yet. Trading things like enterable buildings, realistic infantry numbers and visibilty relevant smoke for nice 3D-graphics, with frustrating camera controls, is a bad deal for me. [ October 09, 2006, 03:23 PM: Message edited by: sebastian ]
  8. Oh boy, looks like I've missed a lot action on the forums, while playing both, CM and CC. Your description sounds itself like a setting for an strategy game.
  9. Not the "hole platoon" and not even a whole platoon, but the whole squad. In fact I have not seen yet an ARR with a whole platoon of infantry per side. Do a search, it was posted by Moon IIRC and discussed in several threads. http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=63;t=000143;p=1#000004 http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=63;t=000284#000006 [ October 08, 2006, 09:32 AM: Message edited by: sebastian ]
  10. Judging by the ARRs its a total of 150, for both sides, where every men counts as an unit. At the end it depends on the computer, how much it can simualte in real time. I hope there is no hard limit dictated by the program, that you cannot change. [ October 01, 2006, 10:04 PM: Message edited by: sebastian ]
  11. Simulations need mainly CPU-Power, games that blend with graphical effects need GPU-Power. The minimum single core P4 with 2.6 GHz + Geforce4 is my system, I bought 4 years ago, so its not too much. I hope they get more infantry simulated on modern dual core CPUs.
  12. The question is, if in 'Officers' the tanks have far-reaching hitting power. On the latest screens the game looks more like Sudden Strike or Codename Panzers, where tanks have a max range of 50m. This of course decreases the line-of-sight-tests dramaticlly.
  13. Going back to the original wish for battalion size battles. I don't think, that the engine can handle this in realtime. I would already be happy to see companies, instead of the current half platoons. The problem is not graphics, but the simulation: AI, pathfinding, line-of-sight-checks...
  14. AFAIK this is not currently the case. If the commander dies, no more squad selecetion. My point was, that (with bigger infantry numbers) having to look for the commander of each unit, to select it, is bad usablity. This could by improved by: - making the commander/unit icons bigger - displaying only the commander/unit icons, when you zoom out. Or simply do it like CloseCombat does it...
  15. So it's a funny guess-whos-the-commander-of-these-guys-and-find-him-game, until he's dead. Seriouslly imagine situations like this: with realistic infantry numbers - at least 3 times more soilders in that trenches. With an icon for each guy, you would have a sea of icons, but no fast overview. To control infantry numbers at least like those in CloseCombat, you need unit-level-selecton, like CC had it. And one icon per unit - at least when you zoom out to have an overview, which will be 90% of the time, if you're playing to win, and not to make nice screenshots or video.
  16. Bigger maps? The engine is obviously not capable to simulate enough infantry, to fill the current maps. Is there a AAR with more than 30 infantry soilders? This is not even platoon level. Clickfest trough more units? With soilder-level-selection instead of unit-level-selection it is already a drag-selection-orgy.
  17. No, I will end up wasting less time on playing games.
  18. I don't want less vehicles, I want more infantry. At least a company, that is at least 100 men, grouped and controlled as squads and teams, and not as a uniform mass. That was the concept, which made CC a classic.
  19. Comparing comparsions is like... and so on The best point of CC was realistic, company level infantry combat. I don't see infantry tactics in ToW yet. The infantry usage in the video looks like Codename Panzers: a small bunch of unassociated guys walking around between the tanks.
  20. Judging by this video? Rather a better version of Codname Panzers. About a dozen of infantry men, supported by 8 tanks. Permanent drag-selecting of individual soilders, instead of unit-level-selection like in CC (I guess you don't need squads at all, for those few guys running around). And the camera is still the same mess like in EYSA, instead of an orbiting camera.
  21. Yes, it was great, because you had a strategic map, with all the locations. You saw how the battles are linked to each other. You saw where the reinforcments where. Nothing of this will be in ToW, just a bunch of missions like in any standard RTS.
  22. I hope they use icons Seriouslly, the tools used by the devs, is the best thing, we will ever get. It would be much better, than what CC-moders had.
  23. But 1C had to make all the maps with something. So they have a map editor, or at least tools to make functional maps from 3D-graphics files. Why not not release the stuff? Not as an official map editor, just as unofficial, unsupported, use on your own risk tools. Look how many maps CC-moders created, with home-made-tools.
  24. Custom faces and names are funny. I'm looking foward to fight against the 10th SS-Panzerdivision featuring Günter Grass.
  25. - ToW has a flying-first-person camera, like "G.I. Combat". - The selection is per each soilder, like in "Codename Panzers". - Soilders cannot enter buildings, like in "Sudden Strike". They looked carefully at the best wargames, and took the best features of each.
×
×
  • Create New...