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Holman

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Posts posted by Holman

  1. It has always been said that medics and litter bearers are presumed to be present on the CM battlefield, but they are invisibly abstracted.  BTS didn't want to impose a probably tedious "minigame" involving the transport of casualties.

     

    Buddy aid for a wounded soldier doesn't necessarily represent actual binding of wounds; it can simply be the time required to contact an actual medic and get them to the location.  Obviously this isn't always what's going on (buddy aid for surrounded soldiers, for instance), but it's a decent approximation.

  2. Because Helos have eyes on what they're shooting at, so can, theoretically, abort mission if targets other than hostiles are at risk. Less true with lobbed bombs and entirely not true with artillery. Sure, it's not a perfect representation of the realities of fire control, and how they vary even within the game environment, but it's enough reason to  have some restrictions.

     

    This.  While fast-moving jets might attack coordinates in a strike far from friendly units, there is simply no way that they would be allowed to attack targets near friendly lines without a spotter on the ground clearing them for the strike.

  3. Different games.

     

    CMBB allows larger battles and includes a greater variety of units, but it's all done at a much more abstract level.  CMRT happens on a smaller scale but with much more granularity.  This applies to everything in the game:  vehicle modeling, landscape, ballistics, and especially AI.

     

    Just look at an infantry squad in each game, for example.  In CMBB the squad is a blob with hit points.  In CMRT it's modeled as individual men behaving individually.

  4. The good thing about the original setting is that it plausibly allowed both conventional warfare (albeit interestingly unbalanced) and counter-guerilla scenarios.  It offered a pretty wide mix of possibilities.  Restricting the next game to a war against ISIS or an Afghanistan-style COIN situation would limit those possibilities pretty drastically.

     

    I'd like to see the Syria scenario (with its original alternative history intact) but updated by a few years.  It could even be tied into the Black Sea timeline:

     

    If the fundamentalist Syria regime makes its move while the conflict in Ukraine is in full swing, US/NATO forces would be spread thin dealing with simultaneous crises.  No Desert-Storm-style steamroller would be possible at first, so the operational situation wouldn't be quite so lopsided. 

     

    I like thinking of CMx2's World War 3 as a series of moderate-scale crises erupting concurrently in different areas of the world.  It helps to make tactical gaming meaningful (as no side anywhere is opting for total or nuclear war), and it sets up for new games in new settings.  :)

  5. Install BTR's mod as you normally would and then make sure any of Kieme's are lower in the alphabet.

     

    So you could create a folder structure like this:

     

    <my documents>\Battlefront\Combat Mission\Black Sea\User Data\Mods\Vehicles

    <my documents>\Battlefront\Combat Mission\Black Sea\User Data\Mods\Vehicles\BTR ----> Put BTR's mod files (packed or un packed here)

    <my documents>\Battlefront\Combat Mission\Black Sea\User Data\Mods\Vehicles\KiemeRussianVehicles ----->  Put all of Kieme's dirty versions here

     

    Now if any of the same files appear under KiemeRussinVehicles they will override BTRs because 'K' comes later in the alphabet than 'B'.

     

    The traditional method is to slap a "z" on the front of any mod folder you want loaded over others.

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