Ace Pilot
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Posts posted by Ace Pilot
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Have you thought about using the student's names (if you know who has signed up) for various units they'll be commanding? Might increase the immersion factor for them.
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These are AWESOME!
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Whoa, whoa, WHOA! Low payoff? The ability to recreate DeanCo's "Monster Army Truck Race" scenario alone is worth the effort! See this thread for additional details.Originally posted by Battlefront.com:Yes, the American forces will have *some* trucks available to them. This is a time suck that has a rather low payoff since the number of scenarios that would use trucks responsibly is pretty low proportional to scenarios on the whole.
You game designers just never get it, do you?
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That terrain looks rather urban in nature. I thought TOW was not going to focus on city fights. :confused:
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Don't most game companies want to avoid longevity? If you are still happy playing the game 12 months later, you have less desire to buy the company's next game version that was cranked out 6 months ago. I thought this was one of the fundamental business problems of the CMx1 series - the long-lasting popularity of the early versions cut into sales of later versions.Originally posted by Lars:Oh sure, I understand why you're going the way your going.
Campaigns = Sales.
But,
Random Maps = Longevity
Which, at some point, has to translate into sales after the initial buzz of the release wears off.
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Only because he couldn't get into Annapolis.Originally posted by fytinghellfish:So Lt. Jones is a West Point grad?
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Holy cow! I have to train my soldiers??? How long are these scenarios going to be?Originally posted by Battlefront.com:The primary asset of the US forces is not its superior equipment, but its superior leadership, training, and organization. CM:SF leaves most of this in the hands of the player.
Steve
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This game clearly doesn't work for you. Why do you keep playing?
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I'll bet BFC took into account how the earth's acceleration due to gravity changes as you move from the equator to the poles.
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Just curious - what makes you say the people at Janes could get their hands on more accurate information than your people could?Originally posted by cassh:As a former employee of NRI who managed the publication www.army-technology.com for four years I can tell you the info there is only as good as the manufacturers supplied us, or our journalists could come up with from what ever their sources they had - i.e. it is not 100% accurate by any means. For more accurate data try Janes info group.
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On those rare occasions when a Team is spread across more than one Action Spot, what possible issues could arise?Originally posted by Battlefront.com:Since, by and large, your Teams will be on a single Action Spot these issues don't crop up.
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"The reason you can't hear me is because you're firing your mortars at your end, and they're dropping here, on our end!"
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Just once.Originally posted by undead reindeer cavalry:do humans block LOF as well?
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Thanks for finding that, Cpl Steiner. I obviously missed it.
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Yes - see what I quoted above. Steve posted it way back in February 2005.Originally posted by Cpl Steiner:Are you sure Steve has said this?
Just to be clear, I'm talking about LOS (can the target be seen?), not spotting (has the target been seen?).I think he has said that LOS is not 1:1 but LOF is. In other words, if only 1 man in a squad has spotted the enemy, they all have, but only the man with a clear LOF will actually shoot at the target.I may have missed it if Steve posted a LOS/LOF modeling explanation since February 2005. But, based on this post from Steve (also from February 2005), I would have thought there would have been an easily found thread on it:
Don't worry guys... you won't have to wait a year to see how we tackle LOS/LOF. It is not the sort of thing we can throw in at the last minute, so it will be done well ahead of the relase date. When we have a system worked out, we'll let you know.From this, it sounds like the LOS/LOF model should be complete at this point. I'm just interested in hearing how they integrated the LOS/LOF model with the graphical depiction and what abstractions, if any, they used.
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But this illustrates the conundrum. Steve has already said that the hardware can't handle 1:1 LOS/LOF, so, without 1:1 LOF, what determines which individuals (i.e., which half of the squad) have LOS/LOF?Originally posted by lizardman743:I don't think that 1:1 spotting is a big problem for the most part. For example, if half the squad was shooting at an enemy unit, wouldn't the other half of that squad move to get into firing position?
If that is the case, then aren't you saying that the graphical depiction of individual soldiers isn't really conveying their actual position? That it is just an abstraction? That could be how it is handled, but I thought Steve had said that the graphical depiction of individual soldiers would be more than just eye candy.Even if the actual soldier isn't moving to prepare to shoot in the game that is basically what is happening, no?These types of situations are why I think it would be interesting to hear from Steve how they decided to handle the LOS/LOF problem, given the use of 1:1 graphical depiction.
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In CM, hull-down was a binary function - you either were or were not hull-down to a specific point. Will this be the case in ToW or will it be a more linear function? Will tanks have the option to go hull-down, or turret-down? Will a vehicle peaking around a building corner expose only a small part of itself to fire?Originally posted by Moon:howardb - there is no specific hull-down command in the game. Of course this doesn't mean that you cannot find good spots yourself. I have yet to see if the AI is making use of them on its own, though.
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Steve posted the following here about modeling LOS/LOF.
He later indicated that he would share the solution that they ultimately implemented. Maybe we can pester him into posting it. I think it will be one of the more interesting aspects of CMx2 - reconcilling 1:1 graphical representation of units with LOS/LOF that is not 1:1.Yes, LOS and LOF are a major concern, but they are not a major concern until we start programming. The ideal state (1:1 LOS/LOF) is the obvious goal for us to acheive. Since we can't acheive it, we will implement the next best possible solution. And that solution will be, more than anything else, hardware dependent. -
I think you give yourself too much credit.Originally posted by Stalin's Organist:Everything I know is in the article!!
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You have some truly serious issues.
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Is there any possibility that the big news is a single-player campaign add-on for CMx1?
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Actually, Moon said at the end of 2004 that CMX2 was originally set for release in late 2005.Originally posted by MikeyD:The release date's been a moving target starting with 'Spring 2006'!
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One thing CMBB has that neither CMBO nor CMAK has is factory tiles - giving the ability to create large buildings with long internal LOS. Makes those city maps a bit more interesting.
Brink of civil war in Lebanon
in Combat Mission Shock Force 1
Posted
If the windows of that car are heavily tinted (as they appear to be in the photo), how would you confirm that your target was neutralized?