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Erwin

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Posts posted by Erwin

  1. Didn't you play "Cowboys and Indians" when you were a pup?

    That era caused "unimagineably horrible suffering" to the native americans. Should we ban kids from playing it?

    Of course we don't yet have CM: DEATH CAMP, where the Germans have to eliminate as many Jews, Poles, Gypsies, Homos, Commies and everyone else they hated, before the Allies can reach the camp and liberate it.

    So, there is a line somewhere...

  2. The most important aspect is "content" and gameplay value. There were literally dozens, maybe hundreds of great-looking games in the last 10-15 years that only lasted a few weeks on my computer due to playability and content issues - eg: ARMA 2 is on its way out for me right now.

    Many of us are still CM1 fans and if we had CM2 game engine and gameplay sophistication in CM1 we would still be happy playing a well-modded CM1 - even though a well-modded CM2 gamehas superior graphics.

    With a small company like BF that has to make choices re where to invest time and money, improving the game engine/playability, (improving the confusing LOS and C2 aspects etc.) should be the first, second and third priorities... way ahead of graphics.

  3. 1. How important is the strategic map image?

    While it's nice to see a historical context, it doesn't aid gameplay of the scenario at all, so not important. For those who want a historical context, the designer could simply add some links to articles for example. That way, those who what to, can read/research all they want without the designer having to use his valuable game design time writing a historical summary.

    2. How important is the operational map image?

    Same remarks as for 1).

    3. For the tactical map, do you prefer a 2D style or a 3D in-game screen-shot type?

    Much prefer a 2D map with objectives and VP's clearly marked. "Assault Arrows" or instructions as to how to proceed should be limited if any at all, as that should be entirely up to the player.

    4. For the briefing text, what are turn-offs? Like perhaps too much wordiness or trying to tell you what to do?

    An overall brief instruction of "today's objectives" is all that is needed. I really dislike detailed instructions as to what to do, or how to do it. That feels like someone else is playing the game, and I am merely implementing other people's instructions. If the scenario doesn't work if one doesn't do what one is told to do, then that is a problem with the scenario. (The exception is when it's a "training scenario" designed to teach a specific lesson.)

    5. What about the image you see as you first scroll through the scenarios? Is that important to set the mood or just indicate what side you might be fighting on?

    The image of the number of soldiers is helpful in selecting what size of scenario I want to play, but any other image is ignored.

    Additional items:

    A) Some designers make the reinforcement schedule confusing with long lists of units in military jargon that is really a waste of precious design time in game terms . All we need to know to play your scenario is a) the basic reinforcements and arrival schedule as in "A formation of X Panthers will arrive in approx Y minutes". If desired, company or battalion designations could be left to an index at the end so players are not forced to read through tons of jargon to figure out what is going to be happening.

    B) Have also seen scenario briefings which decribe in excruciating detail the "personalities" of officers in the scenario as if this was a role-playing game. This is also a waste of time, irrelevant and confusing. We can see the officer attributes ourselves and make our own conclusions re their "personality" if we want.

    C) Please make your units as individualistic as possible. Nearly all CM2 scenarios seem to have HQ's and units with exactly the same attributes and ammo loads. This is a big backwards step from CM1 in which HQ and other units were often quite different from each other and this gave them "personality" and improved players' immersion in your scenario. As in RL, not everyone is the same. Randomness, uniqueness is great for improving verisimilitude and game immersion.

    Wish list: I wish that the game allowed for a brief paragraph description, plus perhaps the briefing map when one first clicks on a scenario so one can decide if one wants to play it BEFORE one spends a minute or so loading it and only then reading the full briefing.

    A way to increase size of text and UI for those with high def monitors would be very helpful. (Of course I guess that is not up to the designers.)

    Great questions btw. Hope this helps.

  4. It can be very tricky. Gernan mortars (at least) have a Section HQ and a Platoon HQ. I thought that if you leave the Section HQ with the mortars that you could send the Platoon HQ anywhere to spot. Sometimes that works, sometimes it doesn't. Then I found if I have (any) vehicle near the mortars with a radio that seems to help make the system work.

    But, imo the whole C2 issue is way too complex and virtually incomprehensible cos there are so many "if's ands and buts" re exceptions to the rule.

    I really hope this is one day streamlined so that one can focus on the fun aspects of the game - tactics, rather than game system mechanics. Ditto with the non-intuitive LOS system which has frustrated players ever since CM2 came out.

  5. It's a great shame that CMSF isn't more flexible in terms of creating scenarios from the world's news. If it featured French units, we could be playing the Mali situation. Also, the terrain is limited, so it's hard/impossible to create other realistic environments.

    These features wouold make CMSF much more relevant and current (although admittedly Syria is pretty current). However, wold be great to simulate other ME conflicts with other nations.

  6. I agree that the NATO round should not work with the Afghan AK's. However, it's never been made 100% certain if generic 7.62 ammo will work for everything that has "7.62". From many playings over the years I get the feeling it's been fudged. Which is fine in this case.

    Regardless, I always find that it's my Afghans or Red forces that will run out of ammo quickly since they are never issued with much to start with. If this is a scenario based on RL, did the Afghans have any resupply? If they did, you should give em a truck or two. (How else did they even get there since the Brits have transport?)

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