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SteveS

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Posts posted by SteveS

  1. I agree with Michael. I would pay for another version of CMX1 which simply had the ETO units in CMBO within the CMAK engine. And I say "simply" because I can't believe it would be that much programming effort to add them, and most of what effort it would take would probably be provided by volunteers. If it would take a huge effort to, for example, add Cromwells into CMAK I'd be really interested to understand in some detail why.

    Zero effort seems to be what is available from BF in which the discussion is moot. This seems to be a question of policy, not of will.

    Btw, I have bought CMX2. I pre-ordered it and hopefully it may actually arrive in the post sometime.

    [ August 20, 2007, 11:26 AM: Message edited by: SteveS ]

  2. Originally posted by rune:

    You cannot micromanage an indiviual soldier, the AI will get the troops to cover the doors and windows.

    Rune

    Good. Thanks. I am quite pleased that is the case. It implies the game has a decent range of scalability once the hardware catches up. Micromanagement on the level of the individual soldier would be real drudge.

    It will be fun seeing how it works in practice though smile.gif

  3. How does the command system with squads actually work? You give the whole squad a single command as in CM right (this was my understanding from a previous thread) then the tacAI tries to make each individual do something intelligent? e.g. Say you send a squad into a room? Assuming you've not commanded them to hide, do they distribute themselves around the windows or firing points automatically? What happens if you want to micromanage a given squad member to a particular position? Can you do that?

    Enquiring minds want to know smile.gif

    [ June 25, 2007, 10:09 AM: Message edited by: SteveS ]

  4. I'm suprised Battlefront didn't sponsor this sort of tournament and made it a yearly event. All they would have needed to provide was a bit of web space to hold the results and some prizes in the form of a few games and such. They would have got plenty of volunteers to do all the donkey work. I'm sure a tournament called the "Combat Mission" World Championship would have generated an article or two in the gaming press for a bit of free publicity.

  5. Originally posted by Michael Dorosh:

    On the contrary I just finished two very enjoyable PBEMs of CM - my first in at least a year. Sometimes the classics are worth coming back to.

    Hell, if I could get my old M-1 Tank Platoon and Muzzle Velocity to work on my PC, I'd probably still be playing those, too. smile.gif

    Yup, unless CMSF actually has PBEM or similar I'd imagine I'll be playing CMAK (less so CMBB) for some time. The quality of the graphics is now largely irrelevant for me in those games. Hell, I stopped bothering with MODs a couple of years ago.

    Still, I doubt I would have the energy to bother with CMC if it came out, unless it was part of a well-run tournament. My main regret now is that I suspect I'll never get the chance to win some of Winecape's fine wines he offered a year or so ago smile.gif Also, to be honest, JasonC rather convincingly shot a few holes in the basic concept.

  6. Originally posted by J Ruddy:

    You know what I'd like, a sci-fi setting like the old bullfrog series Syndicate.

    But then I am strange that way...

    What are you on about? Does this and your earlier CM Dropshot (Drop Team?) remark mean that you equate this game concept to "Space Lobsters"? I think those expressing enthusiasm for a CM version of Nato v WP do so for much the same reasons they bought CMx1 and will buy CMx2...because they are tactical simulators of real-life weapon systems.
  7. Originally posted by Rollstoy:

    I expect most of the excitement regarding CMx2 will be coming from the new engine and not from the new hardware (i.e., tanks, PGM, ATGM, assault rifles ...). The latter, I think, with their partial `instant kill' capability do not lend themselves to more exciting gameplay; I am thinking of the cool bouncing shells of CMx1, that add so much suspense!

    This is one of my concerns with CMx2 along with the issue of scale. The game is smaller scale than CMx1 in terms of the typical number of units but larger in terms of the effective kill ranges of much of the weaponary. The WW2 battlefield seems better integrated in that sense. Still, I will pay my money to give it a go.

    I would also, however, have preferred to see a fictional game based on a post WW2 conflict between US/Europe and the Soviets/Warsaw Pact. Set it in the 1950's and you could have had Korea moddable for it as well easily enough.

  8. Just noticed the following article which might be of interest to some, if only that they get to see their forum remarks re-quoted

    F2C2

    The article mentions the ethical problems of presenting too rosy-eyed a view of future warfare. One would think that 5 minutes of watching the news would temper that viewpoint, however, I have not noticed a discussion on CMSF about the implications of selling a commercial game which is meant to be realistic (apologies if you have done so). i.e. if the capabilities of the weapons as presented in the game are representative of real-life, how do you feel about how such a tool could be used by potential adversaries of US forces?

    In my opinion the more realistic the better for a variety of reasons, but I could imagine a similar article to the above in right-wing parts of the press questioning the ethics of a realistic simulator.

  9. Originally posted by Herr Socken:

    Well when you think about it you are getting a whole lot more out of a 50 million jet plane than a 1 million missle. A plane will easily be used more than 50 times before its relegated to scrap, plus it can stay on for more than just one engagement during a sortie. What I personally find the most shocking is that the journalist claims that they are still "testing" this weapon. Surely you shouldnt be sending 100's of kilograms into a built up area if you havent hammered everything out yet.

    Yes, but it is 95% accurate so only around 6 of the 120 odd missiles fired so far will have smashed into nearby apartment blocks. Aren't precision guided munitions great. You can fire ten times as many of them because you claim they are ten times more accurate.
  10. Originally posted by FAI:

    </font><blockquote>quote:</font><hr />Originally posted by Battlefront.com:

    Sequoia,

    </font><blockquote>quote:</font><hr />Sniff sniff. Is that a Defense contract I smell down the road?

    They've been after us since CMBO. The problem is that the people with the money don't have the imagination. "Yes, yes... it looks good, but what good is it? I mean, we haven't had Sherman tanks in service for 50 years". "Picture it with Abrams instead of Shermans". "OK, but that's still a Sherman". That sort of thing :D

    We're making CM:SF for you guys, but the overlap with military training (not just US based, believe me!) is so blatantly obvious.

    Steve </font>

  11. Jesse,

    I hear you. Consider those defaulting forum members persona non grata.

    I'd imagine what with the team game format and the auto-resolve capapbility that rules can be constructed to minimise the effect of absentees. Players legitimately on holiday should be able to transfer control to team members etc.

    Sponsorship, with wine (22 cases x 12b) and airfreight included, will, according to my rough calculation, be in excess of USD$7,500.

    I will not be wasting my time ... or money.

    Bloody hell :eek:
  12. Had a not too dissimilar experience in CMAK recently attacking a single Italian 75mm AA gun. This was just sitting in a wheat field. It received about fifteen 2" mortar rounds and two 3" mortar rounds (from an FO) right on the button (not counting numerous others distributed a few metres away). This was coupled with fire from between 3 to 6 rifle squads on any one turn (distances around 150m). The thing lasted for almost 15 turns and was pretty much actively returning fire for a good fraction of every turn. The fraction of pinned time seemed ridiculously low, even accepting the weakness of 2" mortars in general and the variance in the game.

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