Jump to content

iggi

Members
  • Posts

    662
  • Joined

  • Last visited

    Never

Posts posted by iggi

  1. Dr. Brian:

    <BLOCKQUOTE>quote:</font><HR>Iggi, I don't think this is a true statement, if it's a blanket statement. The Soviet's early war units suffered from C&C, mainly due to doctrine and troop ability, and a commander's ability.<HR></BLOCKQUOTE>

    I was under the impression that the Germans lost becuase they were overwhelmed by inferior thinking Soviet numbers. If you say that the Soviets also improved thier C&C with time, it certainly seems logical.

    the cube:

    <BLOCKQUOTE>quote:</font><HR>As the unit's status deteriorates the control that HQ has over the unit, even if the unit is inside the C&C radius, becomes progressively weaker.and there would be no way for a player to distinguish between CM as it is and CM as it would be if one introduced such additional dependencies<HR></BLOCKQUOTE>

    <BLOCKQUOTE>quote:</font><HR>If you prefer "interpreting" the behaviour of the game using one set of concepts over another fine <HR></BLOCKQUOTE>

    If individual unit command radius' is simply another set of concepts, that wouldn't be a good enough reason to introduce them in CM2. A new concept would have to increase the players enjoyment to be worthwhile. Suppose the command line from an HQ to a unit whose radius is starting to shrink starts flashing to indicate to the player a change in control between HQ and unit. The unit could still be in command but communication to it's HQ is deteriorating. Think of the HQ having trouble reaching the unit under fire. The flashing C&C line would mean just that.

    The question that only BTS can answer is... are we *already* at such an abstarct level for squad representation that tools which try to detail unit behavior are too precise for the significant error that the scope of the game has?

  2. I pretty happy with the response so far smile.gif

    These are just thoughts to throw on the table for CM2.

    As Dr Brian mentioned, better quality units react different to stress than newbies so they don't have to be held by the hand.

    If I can add to the theme of intersecting zones, even two units that have thier zones intersect apart from the HQ intersection could benifit from the proximity of friendly units. So in effect if one of these two units gets shot at and has it's zone shrink, the result could be a loss of command with the HQ *and* a loss of moral support to the adjacent squad.

    As aka_tom_w mentioned, this could play well in the Russian front where German C&C is better than the Russian. Players would have to follow realistic tactics.

  3. Glad you liked it.

    Imagine a unit coming under fire. It's radius shrinks and ceases to intersect the HQ command radius. The HQ loses command even though neither the HQ or the unit has moved.

    This idea of variable radius goes along with the CM style of play. A player can never be sure that his HQ is *perfectly* placed to keep command.

    The idea also discourages gamey moves. Fast moving units will have to have an HQ follow close behind to stay in command.

  4. Top 20 Engineer's Terminologies

    1. A NUMBER OF DIFFERENT APPROACHES ARE BEING TRIED - We are still

    pissing in the wind.

    2. EXTENSIVE REPORT IS BEING PREPARED ON A FRESH APPROACH TO THE

    PROBLEM - We just hired three kids fresh out of college.

    3. CLOSE PROJECT COORDINATION - We know who to blame.

    4. MAJOR TECHNOLOGICAL BREAKTHROUGH - It works OK, but looks very

    hi-tech.

    5. CUSTOMER SATISFACTION IS DELIVERED ASSURED - We are so far behind

    schedule the customer is happy to get it delivered.

    6. PRELIMINARY OPERATIONAL TESTS WERE INCONCLUSIVE - The darn thing

    blew up when we threw the switch.

    7. TEST RESULTS WERE EXTREMELY GRATIFYING - We are so surprised that

    the stupid thing works.

    8. THE ENTIRE CONCEPT WILL HAVE TO BE ABANDONED - The only person who

    understood the thing quit.

    9. IT IS IN THE PROCESS - It is so wrapped up in red tape that the

    situation is about hopeless.

    10. WE WILL LOOK INTO IT - Forget it! We have enough problems for now.

    11. PLEASE NOTE AND INITIAL - Let's spread the responsibility for the

    screw up.

    12. GIVE US THE BENEFIT OF YOUR THINKING - We'll listen to what you have

    to say as long as it doesn't interfere with what we've already done.

    13. GIVE US YOUR INTERPRETATION - I can't wait to hear this bull!

    14. SEE ME or LET'S DISCUSS - Come into my office, I'm lonely.

    15. ALL NEW - Parts not interchangeable with the previous design.

    16. RUGGED - Too damn heavy to lift!

    17. LIGHTWEIGHT - Lighter than RUGGED.

    18. YEARS OF DEVELOPMENT - One finally worked.

    19. ENERGY SAVING - Achieved when the power switch is off.

    20. LOW MAINTENANCE - Impossible to fix if broken.

  5. As it stands now, an HQ has a command radius. If a unit is within that radius, it is in command.

    I suggest that every unit have a radius too. If that radius intersects the command radius of the HQ then the unit is in command.

    In this way a unit that is under fire will have a smaller radius and the HQ will have to get closer to get a grip on the unit. I am saying that a unit's radius is variable depending on what it is doing. So a running unit will have it's radius shrink so that an HQ will have to get closer to coordinate.

  6. Can you clarify Henri what exactly CM is missing? I'm getting bogged down in interpretations of maneuver theory.

    Remember the scope of a CM battle is 40 min or so.

    Example, I have to go to work now, I have 30min before I leave, it will take me 20 min to shower and get dressed, with 10 min to have a cup of coffee. Not to much time to maneuver.

    Gotta go! wink.gif

  7. I've gotten into situations where 1 or 2 squads move smack into a strong enenmy defense. The poor soles then get pinned and I know it's a matter of time before thier upcoming death.

    Sometimes it's just not worth it to support a tough nut that's too hard to crack. It's only a game so I let them fight and die rather than lose more assets.

    Does anybody know of US or Germans doing this? In other words, letting groups die on the vine?

  8. <BLOCKQUOTE>quote:</font><HR>its just a product of how the texture must cover it.<HR></BLOCKQUOTE>

    "Must" cover it? You mean there was no choice? No other way? Well no big deal but all those helmet mods, although neat, will either be clear or cammed. No eagles, no symbols. Sigh wink.gif

    Until CM2 then.

  9. Well I only tested the German helmet and I was only talking about the German helmet. I don't think it is possible at all. You used a spot, I used various lines of different colors to see where the repetition occurs. The repetition starts out way too high. Plus the repetition doesn't allow you to use shading on the lower part of the helmet without affecting the upper part.

    I can only hope that BTS considers to remap for better mods.

  10. The helmet texture does repeat. There's no way I'm wrong. I tested it.

    If you want to prove me wrong, make an insigna on the side of the helmet. You can't do it cause the insigna will repeat on the lower part of the helment.

    Go ahead and prove me wrong. It can't be done. Period.

    I hope you do prove me wrong but I can't see how.

×
×
  • Create New...