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CMplayer

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Everything posted by CMplayer

  1. Nope. The German methods were copied almost entirely from the US Marine Corps who first used CAS in central America between the World Wars </font>
  2. This points out another thing which would not be entirely out of place in CMAK. In the desert, twilight was short. Dawn and dusk were relatively sudden. So there out to be room, within longer scenarios, for the day/night status to change, such as: Night attack, changes to twilight, then to day. This could reflect a very real type of fighting, as Jon S mentions, where the infantry goes in under darkness, and then the tanks, which were waiting at the start line go in as soon as they can see.
  3. This points out another thing which would not be entirely out of place in CMAK. In the desert, twilight was short. Dawn and dusk were relatively sudden. So there out to be room, within longer scenarios, for the day/night status to change, such as: Night attack, changes to twilight, then to day. This could reflect a very real type of fighting, as Jon S mentions, where the infantry goes in under darkness, and then the tanks, which were waiting at the start line go in as soon as they can see.
  4. Don't those simply scare off the wolves and make them skittish and hard to approach? </font>
  5. Don't those simply scare off the wolves and make them skittish and hard to approach? </font>
  6. One relevant question might be how would it sit with you to have longer turn-computing times, in exchange for better tac-AI. For instance, if every infantry squad which plots its own movement under fire were to do a realistic 'threat analysis' in order to run the way real guys would feel was towards 'safety'... and would also understand that breaking LOS to the firer=safe, and would plot the real distance to where it's going, not the 'as the crow flies' distance, would you be willing to accept twice as long computing times for the turns?
  7. Yes I've been asking for them to get rid of the whole idea of 'friendly edges' for as long as I can remember. It penalizes any successful attack that shifts axis of advance (either by getting behind the enemy, or by breaking into their line and 'rolling them up' laterally). The whole system of how infantry choose routes when they move on their own needs some clever solutions. Run for A: nearest cover as the crow flies, or B: Friendly edge, produces all kinds of strange results in practice. Many other people have noticed this as well, and one thing that seems to help is to design scenarios diagonally, where each side gets 2 adjacent friendly edges. [ October 21, 2003, 03:02 AM: Message edited by: CMplayer ]
  8. Don't those simply scare off the wolves and make them skittish and hard to approach? </font>
  9. Don't those simply scare off the wolves and make them skittish and hard to approach? </font>
  10. Thanks WL, I'm checking out those links as we speak...
  11. I'm not actually asking about dynamic lighting in the graphics(though that would be nice), but rather that the nighttime LOS rules take into account proximity to light sources (i.e. just mark an illuminated object as 'spottable' barring intervening blocking/degrading terrain/obscurants), or allowing area fire beyond the normally visible range. There might be some solutions there that could give good results within the basic framework of the current engine, or then again, there might not. [ October 20, 2003, 08:33 AM: Message edited by: CMplayer ]
  12. I'm not actually asking about dynamic lighting in the graphics(though that would be nice), but rather that the nighttime LOS rules take into account proximity to light sources (i.e. just mark an illuminated object as 'spottable' barring intervening blocking/degrading terrain/obscurants), or allowing area fire beyond the normally visible range. There might be some solutions there that could give good results within the basic framework of the current engine, or then again, there might not. [ October 20, 2003, 08:33 AM: Message edited by: CMplayer ]
  13. I'd love to see illumination, and a more thorough treatment of night battles in all the other theatres as well, but since it's CMAK that's coming out next (and there are some promised 'improvements') I only asked about that one.
  14. I'd love to see illumination, and a more thorough treatment of night battles in all the other theatres as well, but since it's CMAK that's coming out next (and there are some promised 'improvements') I only asked about that one.
  15. Well two questions actually: Will it include: 1) Ability to Area Fire beyond the restricted nighttime range of visibility? (as in at the point where you saw muzzle flashes or tracers originating) 2) Flares and illumination from fires? Both of these seem like even more acute requirements in the North African campaign, which did have a lot of large-scale night fighting, and where the open ground made for a lot of tracers-aiming-at-tracers fighting.
  16. Well two questions actually: Will it include: 1) Ability to Area Fire beyond the restricted nighttime range of visibility? (as in at the point where you saw muzzle flashes or tracers originating) 2) Flares and illumination from fires? Both of these seem like even more acute requirements in the North African campaign, which did have a lot of large-scale night fighting, and where the open ground made for a lot of tracers-aiming-at-tracers fighting.
  17. Wasn't there a pretty serious armoured/Mech clash between India and Pakistan in the 1960s? (where the outcome was in doubt) I'm embarrassed not to know for sure myself, but I do recollect something along those lines.
  18. Nope. I've been lobbying for a CMWR (Combat Mission War of the Rings) as long as I can remember but so far all my entreaties have fallen on deaf ears. Failing that, Falklands, Vietnam, Korea, WWI, Victorian-Era Colonial combat, or even near-future hypotheticals would be great.
  19. Thanks Michael, but really all I'm looking forward to are the dust clouds. Oh and the funny Grant tanks.
  20. Really Cmplayer , don't go traipsing around the outerboards showing all your ignorance in one line. </font>
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