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SlowMotion

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Everything posted by SlowMotion

  1. About plotting routes for vehicles: now mouse pointer shows whether a unit can move across a map tile. This way you can find place where crossing rivers is possible etc. IMO it would be nice if this same system could also show if a unit can cross a fence, wall etc. or does it have to find an alternative route on its own to go around this obstacle. These computer planned routes can often lead to very surprising and dangerous results. Like vehicle driving to an area that is visible to enemy. Or infantry becoming exhausted because they try to move fast for several hundred meters, when you intended them to make just a short sprint.
  2. When I played this scenario in turn based mode my attacking aircraft was destroyed by those Shilkas. So worked fine in my case,
  3. I wonder if it would be possible to use this no-go symbol when you're plotting movement path for a vehicle through a fence, low wall etc and the vehicle cannot drive through it (but has to find some longer route to get to the other side of the fence/etc.)? Why? Because this longer computer planned route can go to very surprising places like areas where enemy can destoy the vehicle.
  4. Of course enemy units do change positions, but there are often "locked up" battles where units do not move much for quite a while. Like a sniper in some tall building. When I was playing the training scenario of CMSF2. I had my FO team near the top of a hill. I thought they were in good cover, but somehow some enemy unit several hundred meters away could snipe the team. If the dead body had been visible on the map I could have seen where the sniper can see.
  5. Currently after a battle ends you can see how many casualties each unit has caused by selecting a unit. In game's final AAR screen there are other summary stats like how many vehicles have been destroyed. I thought it would be interesting to see on this AAR screen if there were casualties from friendly fire. Some examples where such casualties could happen: - your infantry being in some area when it is hit by artillery strike or air support. - If your units trigger a mine that YOU have placed during setup phase. - Your tank shoots at buildings or area where your infantry happens to be.
  6. During all my CMSF games I thought splitting squads just couldn't be done. I don't know what kind of limitations there are in CMSF2.
  7. One improvement of CMSF2 vs the old game is: Some Syrian squads can now split. This is a command that would have been very useful in CMSF many many times. So a great addition
  8. The reason why I wish buddy aid didn't remove dead soldiers from the map as long as their team mates are alive is: when you see the dead you know where enemy had line of sight to. So a place to avoid, like when infantry is moving on a hill or when a tank is finding hull down position.
  9. Ok, I wish dead bodies stayed on map as long as some of the team are alive. It's good to see where they died. I was playing WEGO.
  10. I meant that initially there were 2 soldiers in the team. After some turns game's unit info panel (or something) showed that the air controller was no longer alive. But I couldn't see the dead body on the map, like it normally happens when some of the team are dead and some alive.
  11. In Vilcox scenario there's one Syrian vehicle between buildings that cannot move after setup phase. No idea if this is intentional or not.
  12. I think it was an enemy sniper that made the air controller disappear from the map. When I saw this I thought that dead members of a team/squad/etc disappear only once the entire team is dead. In this case there was only one man left. Did not notice at which point the air controller vanished.
  13. There are at least one kind of drones in demo scenarios. I noticed that when it was observing I could not cancel this. I don't know if it's always like this or because the air controller was dead and only radio man still alive of the 2 man team.
  14. For me ability to play turn based PBEM with 2 or more players on one side would be enough. No need to support more complex RT game modes. I think the basic idea could be very simple: - during setup phase players would choose units that each player would control - during later turns each player would make their turn and send them to a Dropbox folder (or some similar file sharing service).. Once all players of same side have made their turn, the game would read commands from all turn files, combine them to one and produce the next turn file for the opponent. This file would be sent to them - you would also need some way for reassign units if some player is unable to continue and select units tha arrive as reinforcements. Otherwise everything would work like currently.
  15. neural networking is used in artificial intelligence. I don't think your information is sent outside your computer. It has to work very fast in order to produce results for displaying graphics. IMHO.
  16. Yes, modern weapons can save lives of own side's soldiers, but using them is VERY expensive.
  17. For anti personnel use they are quite expensive. I read that one Javelin shot would be 80 000$. So in order to save money many countries have different weapons for that purpose. For shorter distance one option is weapons like RPG-xx and Carl Gustaf: https://www.youtube.com/watch?v=4ABKZm9zwk4 where one shot is much cheaper. I read that it would be about 3000$. https://www.youtube.com/watch?v=2jZij3gH3xA
  18. Some missiles like Javelin and Spike have fire-and-forget ability. The team can launch the missile and hide or change position before the missile hits the target. Some missiles also have NLOS ability. One step further from the remote operator idea shown in your Shershen video. I believe in NLOS the launcher can be in a safe location without line of sight to target. Targeting can be done from another location entirely. In some cases like some versions of Spike the target can be decided while the missile is flying. https://www.youtube.com/watch?v=LbMGg6dzwmw
  19. I also believe that different kinds of robots and drones will become more common in the future. Recon drones could be a cheap way to save lives by quickly showing situation from air without risking human lives, like shown in this hunting video: https://youtu.be/t1FNQxi9Rwg?t=1m6s Yes, Milrem should be an Estonian company.
  20. The final price was about 63 000 euros. https://www.is.fi/kotimaa/art-2000005724745.html
  21. In auction in Kerimäki, Finland. Saturday 16th of May. Starting price 15 000 Euros. http://www.suomenasehistoriallinenseura.fi/fi/huutokaupat/kesae-2018/
  22. A bit related piece of news: drone tank sent to tests in Syria http://nationalinterest.org/blog/the-buzz/russia-confirms-revolutionary-new-tank-was-sent-syria-25791
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