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Erwin

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Posts posted by Erwin

  1. "And a hide command with a cover arc of a unit that has not moved, also means ambush, but should give the unit a huge camouflage bonus, if it is in woods or bushes."

    Yes, it should, but...

    "Setting an AMBUSH zone. The important thing is good concealment terrain to ambush. If you want your ambush to be more like “hide” with better concealment give a SLOW order one action square away so the troops stay prone, and give cover arc. If you want the troops to go prone without moving to another action square give a slow order in the same action square occupied. NEVER give HIDE in association with ambush."

    Now that is an interesting tactic. The only issue with that is one is having to fool/manipulate the "game system" in order to achieve a desired end. So, it's still preferable to have a single order that accomplishes this tactic. And maybe we even call it an AMBUSH command or somesuch?

  2. My favorites re the above:

    UI option that allows select different Z folders to load at start up different mod themes rather than physically moving files in the Z folder to change mods.

    Assault building option to make the squad adopt realistic room clearing techniques, without micro-managing all the waypoints and targeting instructions.

    Convoy ability to allow lead vehicle to be followed with correct spacing. I would add formation commands for vehicles and inf. But maybe that's more applicable to WW2 era?

    Option to acquire equipment from vehicles in the scenario editor. I would add "option to acquire/swap ammo when ADJACENT to a vehicle or other unit".

    Organize formations hotkey at set-up to get the right units with the right HQ etc.

    The above are all re making play easier and faster and more fun. More important than ear & eye candy imo.

    Ear & eye candy I like:

    Shock wave/bubble effect of large explosions.

    Ability to select a playlist of music for game background with a hotkey ability to mute and/or increase decrease the volume of the playlist.

    I was also intrigued by interesting ideas that am not sure how they'd play out. Would they make the game "better" or simply more complex:

    Command, Control, Communications, and Intelligence (C³I): simulate jamming, systems failing replaced by mobile phones, etc.

    GPS unavailable due to the war zone being blacked out. Cyber Attack with corresponding infrastructure impacts.

    Local ethnic minorities units "extremists" with little discipline and/or respect for the laws of war. (How would that feature manifest itself? What laws of war? Does this require civilians in the game?)

    Re air issues: Unless we have planes in the game, am unclear how making AAA more detailed as opposed to the current absraction would help the game. It would be loverly to have chopper transports for loading/unloading men and materiel. But, given the programming issues just to improve the basic game, it's hard to see aircraft issues as a priority.

  3. Yeah... this lack of suitable "Ambush" capability like we had in CM1 has been throughly discussed every few months.

    The problem is that when not hiding the "ambushing" troops are usually easily seen by moving tanks (which seem to have way more spotting capability than in RL), and advancing inf.

    And as said above, when hiding, your inf will have very little situational awareness and usually will be run or walked over and shot in the backs by advancing enemy.

    Yes, you would have thought ambushing inf would hear a tank and feel the vibrations of the ground.

  4. +1 to the above good ideas.

    Also, in the early version of CMSF we were all excited by the shock wave/bubble effect of large explosions as they ripped across the desert.

    The effect was dropped as it was too resource hungry. But, with today's machines, I wonder if that shockwave could be brought back. It was a great visual and you almost "felt" the force of the explosion. (Actually if one had a "feedback" chair, one would!)

  5. I have read that inf (a group) will shoot everything they have at a buttoned tank and have successfully damaged its optics, blinding it.

    But, in this case, where one has a single sniper, and he has not been specifically ordered to shoot at the tank, why would he want to give away his position? The example in this thread doesn't seem to be how a covered arc with no target order is supposed to work. Hope BF can take a look at it.

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