Jump to content

David Aitken

Members
  • Posts

    2,256
  • Joined

  • Last visited

    Never

Posts posted by David Aitken

  1. As Elvis says, in CM you play the role of every commander on the battlefield, from battalion down to platoon. This is why you have an omniscient view of events, and why you are allowed unlimited time to plot orders. If you were only one man, it would only be realistic to play in real time.

    What you suggest is way beyond what the AI is likely to be capable of for many years. Even if the computer processing power were available in PC form, it would still take BTS years to do the programming, and moreover, the work involved increases exponentially – each stage of AI development takes a multiple of the amount of work required to reach the previous stage.

    If you played the role of only one man in the game, and were expected to conduct the battle using vague or misleading reports and your own intuition, the information available to you would essentially have to be totally realistic. There is no way that a computer could be programmed to provide you with all the little clues that would enable you to employ real-world intuition in playing the game. I might point out that you can't speak to any of your subordinates, which immediately poses an insurmountable barrier to playing the role of commander.

    CM is a game. Much of it is abstracted to make it feasible, playable and enjoyable. If you want a totally realistic experience, go and declare war on somebody.

  2. You would be well advised to do a search (it does work, it just takes a few minutes to process). This has been discussed many times before. In short, horses have no place on the battlefield – they are for transportation, and their work is done by the time battle starts. It has of course been argued that they were used on the battlefield, and trained not to be panicked by gunfire, or that the ambush of a supply column would make a good scenario or whatever, but BTS are no more likely to include horses than civilians. Cavalry is another matter, but in that case I think it's just too complex to model with the current engine.

  3. <BLOCKQUOTE>quote:</font><HR>Capitalistdoginchina wrote:

    But is it not true that allied players under such conditions nearly always purchase Americans?<HR></BLOCKQUOTE>

    "Aye, 'tis a dreich day, an' we're attackin' through heavy woods intae a toon where we'll have tae do a bit o' house clearin'... what dae ye think is the best course o' action sarr?"

    "Well Sar'nt Major, that's frightfully obvious... we'll become Americans!"

    Now that's gamey!

  4. Be careful with your terminology, Stucco, you'll confuse the Yanks. Biscuits are cookies, unless they're crackers, in which case they are biscuits, but so are scones, which is bloody confusing and it takes a true Brit to properly identify a biscuit at 100 paces without any of this whiz-bang capitalist Yankee nonsense. Right lads, in with the cold steel, and we'll spread that fascist butter all over the scone!

  5. I would just like to clarify, as I have seen people becoming confused before, that the state of 'taking cover' in CM is separate from troops' psychological state. Generally, troops will take cover if they are being fired on but are unable to return effective fire (eg. they are taking mortar or tank fire, or fire at night from unspotted enemy troops). This is regardless of their psychological state, from 'alerted' to 'pinned' and 'routed'.

    I think troops are disinclined to waste time in open ground because whether or not the enemy can see them clearly, it knows where they are; and while a dip in the ground may offer you with cover behind some grass, grass won't stop bullets, and moreover, bullets travel in an arc, and if aimed towards you, will be coming not at ground level, but from a higher and much more dangerous angle.

    Therefore, troops will not crawl in open ground, they will run until they reach better cover; and they will not sit in open ground while under fire. I do, however, have my reservations about troops getting up and running for cover during an artillery barrage. I have seen troops lying, or even moving, in open ground suffer no casualties from artillery landing right on top of them, while running troops further away take casualties from the same explosion. I think experience is a factor here, of course, and I think it reasonable that less experienced troops would panic and run, whereas more experienced troops would know what's best for them and hug the ground.

    button.gif

  6. I would just like to clarify, as I have seen people becoming confused before, that the state of 'taking cover' in CM is separate from troops' psychological state. Generally, troops will take cover if they are being fired on but are unable to return effective fire (eg. they are taking mortar or tank fire, or fire at night from unspotted enemy troops). This is regardless of their psychological state, from 'alerted' to 'pinned' and 'routed'.

    I think troops are disinclined to waste time in open ground because whether or not the enemy can see them clearly, it knows where they are; and while a dip in the ground may offer you with cover behind some grass, grass won't stop bullets, and moreover, bullets travel in an arc, and if aimed towards you, will be coming not at ground level, but from a higher and much more dangerous angle.

    Therefore, troops will not crawl in open ground, they will run until they reach better cover; and they will not sit in open ground while under fire. I do, however, have my reservations about troops getting up and running for cover during an artillery barrage. I have seen troops lying, or even moving, in open ground suffer no casualties from artillery landing right on top of them, while running troops further away take casualties from the same explosion. I think experience is a factor here, of course, and I think it reasonable that less experienced troops would panic and run, whereas more experienced troops would know what's best for them and hug the ground.

    button.gif

  7. What I said was:

    <BLOCKQUOTE>quote:</font><HR>Predesigned scenarios have the scope to be historically accurate.<HR></BLOCKQUOTE>

    I didn't say many of them were. One has the scope to give players reinforcements, simulating the arrival of nearby friendly or enemy forces. One can also bias the conditions towards one side, but give the other side weight of numbers. This kind of fine-tuning is absent from Quick Battles.

  8. The fact is, quick battles aren't realistic at all. How often did two opposing forces meet which were perfectly equal, and fight in an environment totally unaffected by nearby friendly or enemy units, the 'winner' being the side which has secured some big flags in random locations on the terrain whilst inflicting the most damage and suffering the least damage in exactly 30 minutes?

    Predesigned scenarios have the scope to be historically accurate. Quick battles do not – what they are is an arena for two people to try and overcome each other with superior tactics or more cunning strategies. Quick battles are gamey, but testing pure leadership skill in a controlled environment is no bad thing. Picking your own forces ensures that both players are fighting with units they are familiar with and can use to their full potential.

    button.gif

    [ 07-04-2001: Message edited by: David Aitken ]

×
×
  • Create New...