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landser

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  1. Like
    landser got a reaction from Erwin in What I'd like to see in CM3...   
    I don't pop in here that often anymore, but saw this thread and wanted to chime in with my wishlist for Combat Mission. And it is three items long. This post will likely seem far longer than three wishes warrant, but I want everyone to get their money's worth
    Wish 1: Campaigns
    I used to play a lot of Combat Mission, going back to CMBO and on through most of the following WW2 titles. To get it out of the way, I love CM gameplay. For me it's the finest tactical wargame toolbox going. I can still, after nearly 20 years, remember specific moves I made playing the CMBO demo scenario over PBEM with one of my best mates. It takes a great game to have that sort of staying power in my limited memory. I say this to show that what I criticize is done out of a desire to see Combat Mission evolve, not out of contempt.
    About 6 months ago I built a new PC. I have not reinstalled any CM title, which means this is the first PC I have used since CMBO that didn't have any CM games installed on it. And for me it comes down to content. Single scenarios don't light my fire. Campaigns are what interests me, and I've played them all. That might sounds like BS, but I mean literally, I've played every campaign that I could find for the titles I have. And honestly, that's not so absurd, as there aren't very many. Some I loved, some I didn't. Some were completed, but not all.
    CM campaigns, with their episodic nature, lack replayability.  There are AI plans, sure, but moving the AT gun to a different spot doesn't make the scenario all that different really, and even then the designer needs to implement them in the first place.  Still the same forces, same map, same objectives. So I play it, either like it or don't, and then never play it again. The unknown is no longer. If I know the enemy has three tanks, and I've destroyed three tanks, I can deduce they have no tanks left. The uncertainty that makes each probe or advance so nail-bitingly thrilling is eliminated by prior experience.
    Some of the campaigns are really well done, especially given the limitations of the engine, rules and toolset. But once played, I have no desire to try them again. Combine that with the very limited pool of campaigns available and you're left with nothing to play. I took a break of a couple years from CMBN. When I came back engine 4 had just been released. I ponied up the 10 clams and very excitedly went to find new campaigns to play. What a huge disappointment. After two years or so away I could find nothing new. Maybe there were a couple. I was expecting dozens.
    For a campaign player Combat Mission has gone stale in my view. Why is this? Are campaigns so time-absorbing and difficult to make that few even attempt it? Are potential designers put off by the fact that what they finally do make didn't or couldn't match their vision? Are they left uninspired or dissatisfied by the process? Whatever the reason, the player base is left with little new, unseen content to tackle.
    Well, I could just make my own campaign you might say. I could, but I don't want to, mostly because by designing each scenario myself, all of the uncertainty is once again gone. So that won't do. It's something you do for the good of the community, not for yourself to play I reckon.
    For me this needs to change in order for Combat Mission to evolve. And for me there is only one practical way to do it. A dynamic campaign generator. The player needs to be unshackled from the tether that binds him to the mercy of folks generous and talented enough to provide this content for us. We need a way to create this content for ourselves, free of the laborious methods currently required, methods that remove any sense of mystery should we then want to play it ourselves. The current model doesn't work in my opinion.
    If Battlefront won't give us this content (and I am not expecting it necessarily) and instead rely on talented players to do it while providing tools that don't make it easy, then it's clear a new way is required. For me, the single most important and needed advance in the Combat Mission series is a way for players to quickly and easily generate the content they are interested in.
    I want to fire up Combat Mission, whip up say a company-sized campaign for US paras and have at it for the next two or three weeks. Persistent forces. Persistent map end-states. When I'm done I do it again, with whatever combinations I find interesting or intriguing. For me, this is the way forward. We have this amazing tactical simulator, but little focused content that I'm interested in, and I'd say my tastes are fairly broad. If Combat Mission had started three years ago I'd give it some slack. But after 19 years? it's beyond time to shake up how players get the content they are interested in playing. Put this in each player's hands, and cut that tether.
    Wish 2: Artificial Intelligence
    I stepped off my campaign soapbox as I'm going on too long, though there is more I'd like to say. But campaigns are reliant on the AI. The way it's done now, designers need to rely on placement and timing, and each scenario is playtested within an inch. Any subsequent changes to the engine tend to throw this off balance. If a scenario is designed with infantry acting a certain way to shellfire, and that reaction is later changed, it fundamentally changes how the scenario plays out. This needs to be disassociated from the design of the scenario. And the only way to do that which I can see is a good AI system, that allows units to decide for themselves how to proceed, not just acting on the whim of the scenario designer's vision. Combat Mission would improve exponentially in my opinion with a good AI, and it would be a fundamental requirement for a dynamic campaign generator. Until or unless the AI is redone, the campaign idea won't fly.
    Wish 3: Combined Arms
    I play campaigns as I've noted. But now and then I would enjoy a Quick Mission battle. Remember the Combined Arms setting for QMB? Where did it go? What happened to it? It was the only setting that both allowed me to fight a balanced AI opponent and at the same time not know ahead of time his composition (because I picked it).
    I'll end with that. I could write pages of all the things I'd like to see in the next step for Combat Mission, but I'll spare you my ramblings. What I want most is a relatively simple way to create the content that interests me, in the format (campaigns) that I like, and do so without relying on anyone making it for me.
     
  2. Like
    landser got a reaction from 3156Regt in Forgot how good these games are   
    In respect to the OP, me too.
    Not content to simply lament the state of campaign play in CMx2 games, I got all proactive about it
    Bought CMBB and CMAK for the operations. I played CMBB religiously through about 2008, but for whatever reason I had skipped CMAK. Having a discussion about it on another board the thought struck me that maybe, just maybe, CMAK has operations too! Not sure why it took me 15 years to realize this, but I am now one happy campaigner with all of these new (to me) operations to play.
    I got the GOG versions, and technically they are sound, as I was worried I could run in to issues. So far so good though. Sure, there are things missed from the newer games (relative spotting and mouse wheel camera elevation at the top of the list for me), but no problem to look past it's datedness and just enjoy it for what it is. The wave of nostalgia rolled over me when I hit the main menu screen, but it's deeper than that.  These games are simpler, but retain the tactical appeal and stand the test of time, and far better than just about any other games from their era, aside from Falcon 4 perhaps
    Plus, they have Combined Arms setting in QMB!
    Eventually I will be seeking new campaigns and operations to try, but with all that are included in the base game I'm set for some time to come.
  3. Like
    landser got a reaction from Swant in What I'd like to see in CM3...   
    I don't pop in here that often anymore, but saw this thread and wanted to chime in with my wishlist for Combat Mission. And it is three items long. This post will likely seem far longer than three wishes warrant, but I want everyone to get their money's worth
    Wish 1: Campaigns
    I used to play a lot of Combat Mission, going back to CMBO and on through most of the following WW2 titles. To get it out of the way, I love CM gameplay. For me it's the finest tactical wargame toolbox going. I can still, after nearly 20 years, remember specific moves I made playing the CMBO demo scenario over PBEM with one of my best mates. It takes a great game to have that sort of staying power in my limited memory. I say this to show that what I criticize is done out of a desire to see Combat Mission evolve, not out of contempt.
    About 6 months ago I built a new PC. I have not reinstalled any CM title, which means this is the first PC I have used since CMBO that didn't have any CM games installed on it. And for me it comes down to content. Single scenarios don't light my fire. Campaigns are what interests me, and I've played them all. That might sounds like BS, but I mean literally, I've played every campaign that I could find for the titles I have. And honestly, that's not so absurd, as there aren't very many. Some I loved, some I didn't. Some were completed, but not all.
    CM campaigns, with their episodic nature, lack replayability.  There are AI plans, sure, but moving the AT gun to a different spot doesn't make the scenario all that different really, and even then the designer needs to implement them in the first place.  Still the same forces, same map, same objectives. So I play it, either like it or don't, and then never play it again. The unknown is no longer. If I know the enemy has three tanks, and I've destroyed three tanks, I can deduce they have no tanks left. The uncertainty that makes each probe or advance so nail-bitingly thrilling is eliminated by prior experience.
    Some of the campaigns are really well done, especially given the limitations of the engine, rules and toolset. But once played, I have no desire to try them again. Combine that with the very limited pool of campaigns available and you're left with nothing to play. I took a break of a couple years from CMBN. When I came back engine 4 had just been released. I ponied up the 10 clams and very excitedly went to find new campaigns to play. What a huge disappointment. After two years or so away I could find nothing new. Maybe there were a couple. I was expecting dozens.
    For a campaign player Combat Mission has gone stale in my view. Why is this? Are campaigns so time-absorbing and difficult to make that few even attempt it? Are potential designers put off by the fact that what they finally do make didn't or couldn't match their vision? Are they left uninspired or dissatisfied by the process? Whatever the reason, the player base is left with little new, unseen content to tackle.
    Well, I could just make my own campaign you might say. I could, but I don't want to, mostly because by designing each scenario myself, all of the uncertainty is once again gone. So that won't do. It's something you do for the good of the community, not for yourself to play I reckon.
    For me this needs to change in order for Combat Mission to evolve. And for me there is only one practical way to do it. A dynamic campaign generator. The player needs to be unshackled from the tether that binds him to the mercy of folks generous and talented enough to provide this content for us. We need a way to create this content for ourselves, free of the laborious methods currently required, methods that remove any sense of mystery should we then want to play it ourselves. The current model doesn't work in my opinion.
    If Battlefront won't give us this content (and I am not expecting it necessarily) and instead rely on talented players to do it while providing tools that don't make it easy, then it's clear a new way is required. For me, the single most important and needed advance in the Combat Mission series is a way for players to quickly and easily generate the content they are interested in.
    I want to fire up Combat Mission, whip up say a company-sized campaign for US paras and have at it for the next two or three weeks. Persistent forces. Persistent map end-states. When I'm done I do it again, with whatever combinations I find interesting or intriguing. For me, this is the way forward. We have this amazing tactical simulator, but little focused content that I'm interested in, and I'd say my tastes are fairly broad. If Combat Mission had started three years ago I'd give it some slack. But after 19 years? it's beyond time to shake up how players get the content they are interested in playing. Put this in each player's hands, and cut that tether.
    Wish 2: Artificial Intelligence
    I stepped off my campaign soapbox as I'm going on too long, though there is more I'd like to say. But campaigns are reliant on the AI. The way it's done now, designers need to rely on placement and timing, and each scenario is playtested within an inch. Any subsequent changes to the engine tend to throw this off balance. If a scenario is designed with infantry acting a certain way to shellfire, and that reaction is later changed, it fundamentally changes how the scenario plays out. This needs to be disassociated from the design of the scenario. And the only way to do that which I can see is a good AI system, that allows units to decide for themselves how to proceed, not just acting on the whim of the scenario designer's vision. Combat Mission would improve exponentially in my opinion with a good AI, and it would be a fundamental requirement for a dynamic campaign generator. Until or unless the AI is redone, the campaign idea won't fly.
    Wish 3: Combined Arms
    I play campaigns as I've noted. But now and then I would enjoy a Quick Mission battle. Remember the Combined Arms setting for QMB? Where did it go? What happened to it? It was the only setting that both allowed me to fight a balanced AI opponent and at the same time not know ahead of time his composition (because I picked it).
    I'll end with that. I could write pages of all the things I'd like to see in the next step for Combat Mission, but I'll spare you my ramblings. What I want most is a relatively simple way to create the content that interests me, in the format (campaigns) that I like, and do so without relying on anyone making it for me.
     
  4. Like
    landser got a reaction from Freyberg in What I'd like to see in CM3...   
    I don't pop in here that often anymore, but saw this thread and wanted to chime in with my wishlist for Combat Mission. And it is three items long. This post will likely seem far longer than three wishes warrant, but I want everyone to get their money's worth
    Wish 1: Campaigns
    I used to play a lot of Combat Mission, going back to CMBO and on through most of the following WW2 titles. To get it out of the way, I love CM gameplay. For me it's the finest tactical wargame toolbox going. I can still, after nearly 20 years, remember specific moves I made playing the CMBO demo scenario over PBEM with one of my best mates. It takes a great game to have that sort of staying power in my limited memory. I say this to show that what I criticize is done out of a desire to see Combat Mission evolve, not out of contempt.
    About 6 months ago I built a new PC. I have not reinstalled any CM title, which means this is the first PC I have used since CMBO that didn't have any CM games installed on it. And for me it comes down to content. Single scenarios don't light my fire. Campaigns are what interests me, and I've played them all. That might sounds like BS, but I mean literally, I've played every campaign that I could find for the titles I have. And honestly, that's not so absurd, as there aren't very many. Some I loved, some I didn't. Some were completed, but not all.
    CM campaigns, with their episodic nature, lack replayability.  There are AI plans, sure, but moving the AT gun to a different spot doesn't make the scenario all that different really, and even then the designer needs to implement them in the first place.  Still the same forces, same map, same objectives. So I play it, either like it or don't, and then never play it again. The unknown is no longer. If I know the enemy has three tanks, and I've destroyed three tanks, I can deduce they have no tanks left. The uncertainty that makes each probe or advance so nail-bitingly thrilling is eliminated by prior experience.
    Some of the campaigns are really well done, especially given the limitations of the engine, rules and toolset. But once played, I have no desire to try them again. Combine that with the very limited pool of campaigns available and you're left with nothing to play. I took a break of a couple years from CMBN. When I came back engine 4 had just been released. I ponied up the 10 clams and very excitedly went to find new campaigns to play. What a huge disappointment. After two years or so away I could find nothing new. Maybe there were a couple. I was expecting dozens.
    For a campaign player Combat Mission has gone stale in my view. Why is this? Are campaigns so time-absorbing and difficult to make that few even attempt it? Are potential designers put off by the fact that what they finally do make didn't or couldn't match their vision? Are they left uninspired or dissatisfied by the process? Whatever the reason, the player base is left with little new, unseen content to tackle.
    Well, I could just make my own campaign you might say. I could, but I don't want to, mostly because by designing each scenario myself, all of the uncertainty is once again gone. So that won't do. It's something you do for the good of the community, not for yourself to play I reckon.
    For me this needs to change in order for Combat Mission to evolve. And for me there is only one practical way to do it. A dynamic campaign generator. The player needs to be unshackled from the tether that binds him to the mercy of folks generous and talented enough to provide this content for us. We need a way to create this content for ourselves, free of the laborious methods currently required, methods that remove any sense of mystery should we then want to play it ourselves. The current model doesn't work in my opinion.
    If Battlefront won't give us this content (and I am not expecting it necessarily) and instead rely on talented players to do it while providing tools that don't make it easy, then it's clear a new way is required. For me, the single most important and needed advance in the Combat Mission series is a way for players to quickly and easily generate the content they are interested in.
    I want to fire up Combat Mission, whip up say a company-sized campaign for US paras and have at it for the next two or three weeks. Persistent forces. Persistent map end-states. When I'm done I do it again, with whatever combinations I find interesting or intriguing. For me, this is the way forward. We have this amazing tactical simulator, but little focused content that I'm interested in, and I'd say my tastes are fairly broad. If Combat Mission had started three years ago I'd give it some slack. But after 19 years? it's beyond time to shake up how players get the content they are interested in playing. Put this in each player's hands, and cut that tether.
    Wish 2: Artificial Intelligence
    I stepped off my campaign soapbox as I'm going on too long, though there is more I'd like to say. But campaigns are reliant on the AI. The way it's done now, designers need to rely on placement and timing, and each scenario is playtested within an inch. Any subsequent changes to the engine tend to throw this off balance. If a scenario is designed with infantry acting a certain way to shellfire, and that reaction is later changed, it fundamentally changes how the scenario plays out. This needs to be disassociated from the design of the scenario. And the only way to do that which I can see is a good AI system, that allows units to decide for themselves how to proceed, not just acting on the whim of the scenario designer's vision. Combat Mission would improve exponentially in my opinion with a good AI, and it would be a fundamental requirement for a dynamic campaign generator. Until or unless the AI is redone, the campaign idea won't fly.
    Wish 3: Combined Arms
    I play campaigns as I've noted. But now and then I would enjoy a Quick Mission battle. Remember the Combined Arms setting for QMB? Where did it go? What happened to it? It was the only setting that both allowed me to fight a balanced AI opponent and at the same time not know ahead of time his composition (because I picked it).
    I'll end with that. I could write pages of all the things I'd like to see in the next step for Combat Mission, but I'll spare you my ramblings. What I want most is a relatively simple way to create the content that interests me, in the format (campaigns) that I like, and do so without relying on anyone making it for me.
     
  5. Like
    landser got a reaction from Mord in What I'd like to see in CM3...   
    I don't pop in here that often anymore, but saw this thread and wanted to chime in with my wishlist for Combat Mission. And it is three items long. This post will likely seem far longer than three wishes warrant, but I want everyone to get their money's worth
    Wish 1: Campaigns
    I used to play a lot of Combat Mission, going back to CMBO and on through most of the following WW2 titles. To get it out of the way, I love CM gameplay. For me it's the finest tactical wargame toolbox going. I can still, after nearly 20 years, remember specific moves I made playing the CMBO demo scenario over PBEM with one of my best mates. It takes a great game to have that sort of staying power in my limited memory. I say this to show that what I criticize is done out of a desire to see Combat Mission evolve, not out of contempt.
    About 6 months ago I built a new PC. I have not reinstalled any CM title, which means this is the first PC I have used since CMBO that didn't have any CM games installed on it. And for me it comes down to content. Single scenarios don't light my fire. Campaigns are what interests me, and I've played them all. That might sounds like BS, but I mean literally, I've played every campaign that I could find for the titles I have. And honestly, that's not so absurd, as there aren't very many. Some I loved, some I didn't. Some were completed, but not all.
    CM campaigns, with their episodic nature, lack replayability.  There are AI plans, sure, but moving the AT gun to a different spot doesn't make the scenario all that different really, and even then the designer needs to implement them in the first place.  Still the same forces, same map, same objectives. So I play it, either like it or don't, and then never play it again. The unknown is no longer. If I know the enemy has three tanks, and I've destroyed three tanks, I can deduce they have no tanks left. The uncertainty that makes each probe or advance so nail-bitingly thrilling is eliminated by prior experience.
    Some of the campaigns are really well done, especially given the limitations of the engine, rules and toolset. But once played, I have no desire to try them again. Combine that with the very limited pool of campaigns available and you're left with nothing to play. I took a break of a couple years from CMBN. When I came back engine 4 had just been released. I ponied up the 10 clams and very excitedly went to find new campaigns to play. What a huge disappointment. After two years or so away I could find nothing new. Maybe there were a couple. I was expecting dozens.
    For a campaign player Combat Mission has gone stale in my view. Why is this? Are campaigns so time-absorbing and difficult to make that few even attempt it? Are potential designers put off by the fact that what they finally do make didn't or couldn't match their vision? Are they left uninspired or dissatisfied by the process? Whatever the reason, the player base is left with little new, unseen content to tackle.
    Well, I could just make my own campaign you might say. I could, but I don't want to, mostly because by designing each scenario myself, all of the uncertainty is once again gone. So that won't do. It's something you do for the good of the community, not for yourself to play I reckon.
    For me this needs to change in order for Combat Mission to evolve. And for me there is only one practical way to do it. A dynamic campaign generator. The player needs to be unshackled from the tether that binds him to the mercy of folks generous and talented enough to provide this content for us. We need a way to create this content for ourselves, free of the laborious methods currently required, methods that remove any sense of mystery should we then want to play it ourselves. The current model doesn't work in my opinion.
    If Battlefront won't give us this content (and I am not expecting it necessarily) and instead rely on talented players to do it while providing tools that don't make it easy, then it's clear a new way is required. For me, the single most important and needed advance in the Combat Mission series is a way for players to quickly and easily generate the content they are interested in.
    I want to fire up Combat Mission, whip up say a company-sized campaign for US paras and have at it for the next two or three weeks. Persistent forces. Persistent map end-states. When I'm done I do it again, with whatever combinations I find interesting or intriguing. For me, this is the way forward. We have this amazing tactical simulator, but little focused content that I'm interested in, and I'd say my tastes are fairly broad. If Combat Mission had started three years ago I'd give it some slack. But after 19 years? it's beyond time to shake up how players get the content they are interested in playing. Put this in each player's hands, and cut that tether.
    Wish 2: Artificial Intelligence
    I stepped off my campaign soapbox as I'm going on too long, though there is more I'd like to say. But campaigns are reliant on the AI. The way it's done now, designers need to rely on placement and timing, and each scenario is playtested within an inch. Any subsequent changes to the engine tend to throw this off balance. If a scenario is designed with infantry acting a certain way to shellfire, and that reaction is later changed, it fundamentally changes how the scenario plays out. This needs to be disassociated from the design of the scenario. And the only way to do that which I can see is a good AI system, that allows units to decide for themselves how to proceed, not just acting on the whim of the scenario designer's vision. Combat Mission would improve exponentially in my opinion with a good AI, and it would be a fundamental requirement for a dynamic campaign generator. Until or unless the AI is redone, the campaign idea won't fly.
    Wish 3: Combined Arms
    I play campaigns as I've noted. But now and then I would enjoy a Quick Mission battle. Remember the Combined Arms setting for QMB? Where did it go? What happened to it? It was the only setting that both allowed me to fight a balanced AI opponent and at the same time not know ahead of time his composition (because I picked it).
    I'll end with that. I could write pages of all the things I'd like to see in the next step for Combat Mission, but I'll spare you my ramblings. What I want most is a relatively simple way to create the content that interests me, in the format (campaigns) that I like, and do so without relying on anyone making it for me.
     
  6. Upvote
    landser got a reaction from Liberator in BFC - Time to Rethink the 'Roadmap'?   
    Lots of ideas and I understand everyone has their favorites, or the course they'd like to see Combat Mission take and that's understandable and quite useful even. So I'd like to throw mine in as well.
    I'm concerned about the future of this fantastic tactical simulator. In my opinion, while new units, theaters and modules are all welcomed, the thing that the series is in most need of is a way for the player to more easily generate his own content. I've been playing since the CMBO demo so I've been along for the whole ride, as many here have. I'm not a continuous player, I take breaks and then come back to it from time to time. I really do love the gameplay, to me Combat Mission is the best game of it's kind, and I want to see it succeed and evolve.
    In my view the biggest problem is the lack of good content. Part of this is the fact that single scenarios leave me cold, so unfortunately this brushes aside much of the quality content that actually does exist. My preference is campaign play. And here the series falls woefully short in my opinion. I'll give you a little insight from my experience as a part-time player, if you'll indulge me.
    Around 2015 I got back in to Combat Mission and bought both the CMBN big bundle and Red Thunder. I played (or at least started) every campaign I could find for both titles. It wasn't very many, maybe a dozen or a few more. Some of them I found excellent (Devils Descent, Outlaws, Kampfgruppe Engel and more). Some I found of poor quality (no need to mention which), and some I found far too large for my taste.
    I played for about a year and then shelved Combat Mission as I moved on to other stuff. Recently I had the itch to play once more. Excited to see what new content there was for me to play, I forked over the $10 for the engine 4 upgrade for CMBN and went in search of new campaigns to play. What a disappointment. What I found is there are very few new campaigns since two years ago. The Repository doesn't exist anymore correct? So I found what was available on the Scenario Depot and on IanL's site, which are mostly the same ones anyway.
    On the Scenario Depot here's what I found for WW2 titles
    Battle for Normandy -- 11 campaigns
    Fortress Italy -- 2 campaigns
    Red Thunder -- 4 campaigns
    Final Blitzkreig -- 1 campaign
    All of those CMBN and CMRT campaigns I played two years ago. Combing through forum threads reveals a few more, and more recent. But in the end that's a very small number of campaigns, with little new coming out. The nature of Combat Mission's current campaign system leaves me with little motivation to replay campaigns I already have. AI plans only go so far. Essentially you already know what you're up against,  and the best AoAs, even if the AT gun is in a different place. So I'm left with a choice of campaigns to replay with little desire to do so.
    And while I am willing to try anything,  I really enjoy campaigns that feature a core force of about reinforced company strength. I really don't enjoy scenarios that are about a battalion or stronger. These aren't necessarily harder or easier, but much more involved. It's personal preference, and I'm glad they exist for the folks who enjoy them Lions of Carpiquet comes to mind. It seems a quality piece of work from a knowledgeable and skilled author, but it's just not my cuppa.
    So back to my main point. As a campaign player I am at the mercy of the scenario designers. One might say well then make your own and stop bitchin'. But what fun is it playing a campaign I designed myself? The scripted nature of Combat Mission means I will know every unit, where they are, what time they are reinforced and so you lose the very things that make playing new campaigns so interesting, like uncertainty. If I know the enemy has four AT guns, and I've already taken out four I know there are no AT guns left. That's no good. I have to proceed as if there might be another four still waiting for me.
    At the heart of the matter is there is no way to generate my own content. And little new stuff comes out I presume because making campaigns is so difficult. Didn't I once read that Paper Tiger spent 800 hours making Road to Montebourg? 800? If that's true it's no wonder that so little comes out. What I think the series desperately needs is a way for the player to generate his own campaigns. This idea isn't new around here, and clearly isn't on the roadmap (right?) But until something like this exists, folks like me who want to play campaigns of a certain scope will be left out in the cold, reading AARs instead of actually playing the game. I have very specific ideas of the sort of system I'd like to see, but I doubt my ideas haven't already been offered here at one point or another so I won't make a long post way longer by detailing them.
    At the time CMBB came out I was happy with the Operations feature. Sure it had it's wrinkles and there were things I wished worked differently or that were changed. But that system was removed and while the episodic system we have now can be fun, and a good story can be told, it's not the answer in the long run. Not only does it appear prohibitively difficult to use, it leaves little replay value in my view. Combat Mission Campaigns was the light at the end of the tunnel, but it failed and nothing has filled the void.
    This post is way longer than intended so I'll wrap it up. I fully support new theaters and modules. I am as eager as anyone to see a new engine. But unless there is also a new way for me to enjoy the game then in essence nothing's really changed. I don't need better uniform textures or additional armored cars and trench types. I need a new campaign system that offers flexibility and a way for me to generate endless content that appeals to me. I hope one day this comes to be.
  7. Upvote
    landser got a reaction from BletchleyGeek in BFC - Time to Rethink the 'Roadmap'?   
    To address a couple of the last few posts. Yes, there are more campaigns than what I listed. I have about 20 for CMBN, mostly thanks to a dropbox that forum member Blazing 88s was kind enough to provide back in 2016. I could argue though that a new player wouldn't know about that and what would he find? But my point isn't really about how to find them, but about what actually exists. If it's 20, or 25, is that considered a good amount for a game that's been out for almost 8 years? And honestly, these are all over the place, in scope, in quality, and featuring different forces. What if a player wanted to play company sized American paratrooper campaigns? Four?
    What if he wanted to play company sized FJ campaigns? None?
    As to Ian's point, yes I agree to a point. PBEM is my favorite way to play. Nothing beats it.  But as mentioned I blow hot and cold. As a result single player has to be my bread and butter so that when I get the itch I can dive right in full bore. And frankly, while PBEM is awesome, my experience has been that there is a fluctuating level of motivation from opponents, especially if things on the battlefield are titling my way
    My point entirely discounts the logistical aspect of the request. I have zero idea how difficult it would be. It's not my hard work and long, long hours, it's not my dime at risk. And I think it's clear that for a campaign generator to succeed it would require a new AI system. So it's a big undertaking I have no doubt. Whether this is a profitable idea is another question entirely. I'm just speaking to my experience and adding my own little lane to the roadmap thread. On another forum we were discussing this and I said that I am willing to put my money where my mouth is. I've never crowd funded anything. But I'd be willing to throw in another $120 for a campaign module. Maybe that's a no-no around here, I don't know. But I want it enough I am willing to do my part to see that it happens.
  8. Like
    landser got a reaction from Apache in BFC - Time to Rethink the 'Roadmap'?   
    Lots of ideas and I understand everyone has their favorites, or the course they'd like to see Combat Mission take and that's understandable and quite useful even. So I'd like to throw mine in as well.
    I'm concerned about the future of this fantastic tactical simulator. In my opinion, while new units, theaters and modules are all welcomed, the thing that the series is in most need of is a way for the player to more easily generate his own content. I've been playing since the CMBO demo so I've been along for the whole ride, as many here have. I'm not a continuous player, I take breaks and then come back to it from time to time. I really do love the gameplay, to me Combat Mission is the best game of it's kind, and I want to see it succeed and evolve.
    In my view the biggest problem is the lack of good content. Part of this is the fact that single scenarios leave me cold, so unfortunately this brushes aside much of the quality content that actually does exist. My preference is campaign play. And here the series falls woefully short in my opinion. I'll give you a little insight from my experience as a part-time player, if you'll indulge me.
    Around 2015 I got back in to Combat Mission and bought both the CMBN big bundle and Red Thunder. I played (or at least started) every campaign I could find for both titles. It wasn't very many, maybe a dozen or a few more. Some of them I found excellent (Devils Descent, Outlaws, Kampfgruppe Engel and more). Some I found of poor quality (no need to mention which), and some I found far too large for my taste.
    I played for about a year and then shelved Combat Mission as I moved on to other stuff. Recently I had the itch to play once more. Excited to see what new content there was for me to play, I forked over the $10 for the engine 4 upgrade for CMBN and went in search of new campaigns to play. What a disappointment. What I found is there are very few new campaigns since two years ago. The Repository doesn't exist anymore correct? So I found what was available on the Scenario Depot and on IanL's site, which are mostly the same ones anyway.
    On the Scenario Depot here's what I found for WW2 titles
    Battle for Normandy -- 11 campaigns
    Fortress Italy -- 2 campaigns
    Red Thunder -- 4 campaigns
    Final Blitzkreig -- 1 campaign
    All of those CMBN and CMRT campaigns I played two years ago. Combing through forum threads reveals a few more, and more recent. But in the end that's a very small number of campaigns, with little new coming out. The nature of Combat Mission's current campaign system leaves me with little motivation to replay campaigns I already have. AI plans only go so far. Essentially you already know what you're up against,  and the best AoAs, even if the AT gun is in a different place. So I'm left with a choice of campaigns to replay with little desire to do so.
    And while I am willing to try anything,  I really enjoy campaigns that feature a core force of about reinforced company strength. I really don't enjoy scenarios that are about a battalion or stronger. These aren't necessarily harder or easier, but much more involved. It's personal preference, and I'm glad they exist for the folks who enjoy them Lions of Carpiquet comes to mind. It seems a quality piece of work from a knowledgeable and skilled author, but it's just not my cuppa.
    So back to my main point. As a campaign player I am at the mercy of the scenario designers. One might say well then make your own and stop bitchin'. But what fun is it playing a campaign I designed myself? The scripted nature of Combat Mission means I will know every unit, where they are, what time they are reinforced and so you lose the very things that make playing new campaigns so interesting, like uncertainty. If I know the enemy has four AT guns, and I've already taken out four I know there are no AT guns left. That's no good. I have to proceed as if there might be another four still waiting for me.
    At the heart of the matter is there is no way to generate my own content. And little new stuff comes out I presume because making campaigns is so difficult. Didn't I once read that Paper Tiger spent 800 hours making Road to Montebourg? 800? If that's true it's no wonder that so little comes out. What I think the series desperately needs is a way for the player to generate his own campaigns. This idea isn't new around here, and clearly isn't on the roadmap (right?) But until something like this exists, folks like me who want to play campaigns of a certain scope will be left out in the cold, reading AARs instead of actually playing the game. I have very specific ideas of the sort of system I'd like to see, but I doubt my ideas haven't already been offered here at one point or another so I won't make a long post way longer by detailing them.
    At the time CMBB came out I was happy with the Operations feature. Sure it had it's wrinkles and there were things I wished worked differently or that were changed. But that system was removed and while the episodic system we have now can be fun, and a good story can be told, it's not the answer in the long run. Not only does it appear prohibitively difficult to use, it leaves little replay value in my view. Combat Mission Campaigns was the light at the end of the tunnel, but it failed and nothing has filled the void.
    This post is way longer than intended so I'll wrap it up. I fully support new theaters and modules. I am as eager as anyone to see a new engine. But unless there is also a new way for me to enjoy the game then in essence nothing's really changed. I don't need better uniform textures or additional armored cars and trench types. I need a new campaign system that offers flexibility and a way for me to generate endless content that appeals to me. I hope one day this comes to be.
  9. Like
    landser got a reaction from Bulletpoint in BFC - Time to Rethink the 'Roadmap'?   
    To address a couple of the last few posts. Yes, there are more campaigns than what I listed. I have about 20 for CMBN, mostly thanks to a dropbox that forum member Blazing 88s was kind enough to provide back in 2016. I could argue though that a new player wouldn't know about that and what would he find? But my point isn't really about how to find them, but about what actually exists. If it's 20, or 25, is that considered a good amount for a game that's been out for almost 8 years? And honestly, these are all over the place, in scope, in quality, and featuring different forces. What if a player wanted to play company sized American paratrooper campaigns? Four?
    What if he wanted to play company sized FJ campaigns? None?
    As to Ian's point, yes I agree to a point. PBEM is my favorite way to play. Nothing beats it.  But as mentioned I blow hot and cold. As a result single player has to be my bread and butter so that when I get the itch I can dive right in full bore. And frankly, while PBEM is awesome, my experience has been that there is a fluctuating level of motivation from opponents, especially if things on the battlefield are titling my way
    My point entirely discounts the logistical aspect of the request. I have zero idea how difficult it would be. It's not my hard work and long, long hours, it's not my dime at risk. And I think it's clear that for a campaign generator to succeed it would require a new AI system. So it's a big undertaking I have no doubt. Whether this is a profitable idea is another question entirely. I'm just speaking to my experience and adding my own little lane to the roadmap thread. On another forum we were discussing this and I said that I am willing to put my money where my mouth is. I've never crowd funded anything. But I'd be willing to throw in another $120 for a campaign module. Maybe that's a no-no around here, I don't know. But I want it enough I am willing to do my part to see that it happens.
  10. Upvote
    landser got a reaction from BletchleyGeek in BFC - Time to Rethink the 'Roadmap'?   
    Lots of ideas and I understand everyone has their favorites, or the course they'd like to see Combat Mission take and that's understandable and quite useful even. So I'd like to throw mine in as well.
    I'm concerned about the future of this fantastic tactical simulator. In my opinion, while new units, theaters and modules are all welcomed, the thing that the series is in most need of is a way for the player to more easily generate his own content. I've been playing since the CMBO demo so I've been along for the whole ride, as many here have. I'm not a continuous player, I take breaks and then come back to it from time to time. I really do love the gameplay, to me Combat Mission is the best game of it's kind, and I want to see it succeed and evolve.
    In my view the biggest problem is the lack of good content. Part of this is the fact that single scenarios leave me cold, so unfortunately this brushes aside much of the quality content that actually does exist. My preference is campaign play. And here the series falls woefully short in my opinion. I'll give you a little insight from my experience as a part-time player, if you'll indulge me.
    Around 2015 I got back in to Combat Mission and bought both the CMBN big bundle and Red Thunder. I played (or at least started) every campaign I could find for both titles. It wasn't very many, maybe a dozen or a few more. Some of them I found excellent (Devils Descent, Outlaws, Kampfgruppe Engel and more). Some I found of poor quality (no need to mention which), and some I found far too large for my taste.
    I played for about a year and then shelved Combat Mission as I moved on to other stuff. Recently I had the itch to play once more. Excited to see what new content there was for me to play, I forked over the $10 for the engine 4 upgrade for CMBN and went in search of new campaigns to play. What a disappointment. What I found is there are very few new campaigns since two years ago. The Repository doesn't exist anymore correct? So I found what was available on the Scenario Depot and on IanL's site, which are mostly the same ones anyway.
    On the Scenario Depot here's what I found for WW2 titles
    Battle for Normandy -- 11 campaigns
    Fortress Italy -- 2 campaigns
    Red Thunder -- 4 campaigns
    Final Blitzkreig -- 1 campaign
    All of those CMBN and CMRT campaigns I played two years ago. Combing through forum threads reveals a few more, and more recent. But in the end that's a very small number of campaigns, with little new coming out. The nature of Combat Mission's current campaign system leaves me with little motivation to replay campaigns I already have. AI plans only go so far. Essentially you already know what you're up against,  and the best AoAs, even if the AT gun is in a different place. So I'm left with a choice of campaigns to replay with little desire to do so.
    And while I am willing to try anything,  I really enjoy campaigns that feature a core force of about reinforced company strength. I really don't enjoy scenarios that are about a battalion or stronger. These aren't necessarily harder or easier, but much more involved. It's personal preference, and I'm glad they exist for the folks who enjoy them Lions of Carpiquet comes to mind. It seems a quality piece of work from a knowledgeable and skilled author, but it's just not my cuppa.
    So back to my main point. As a campaign player I am at the mercy of the scenario designers. One might say well then make your own and stop bitchin'. But what fun is it playing a campaign I designed myself? The scripted nature of Combat Mission means I will know every unit, where they are, what time they are reinforced and so you lose the very things that make playing new campaigns so interesting, like uncertainty. If I know the enemy has four AT guns, and I've already taken out four I know there are no AT guns left. That's no good. I have to proceed as if there might be another four still waiting for me.
    At the heart of the matter is there is no way to generate my own content. And little new stuff comes out I presume because making campaigns is so difficult. Didn't I once read that Paper Tiger spent 800 hours making Road to Montebourg? 800? If that's true it's no wonder that so little comes out. What I think the series desperately needs is a way for the player to generate his own campaigns. This idea isn't new around here, and clearly isn't on the roadmap (right?) But until something like this exists, folks like me who want to play campaigns of a certain scope will be left out in the cold, reading AARs instead of actually playing the game. I have very specific ideas of the sort of system I'd like to see, but I doubt my ideas haven't already been offered here at one point or another so I won't make a long post way longer by detailing them.
    At the time CMBB came out I was happy with the Operations feature. Sure it had it's wrinkles and there were things I wished worked differently or that were changed. But that system was removed and while the episodic system we have now can be fun, and a good story can be told, it's not the answer in the long run. Not only does it appear prohibitively difficult to use, it leaves little replay value in my view. Combat Mission Campaigns was the light at the end of the tunnel, but it failed and nothing has filled the void.
    This post is way longer than intended so I'll wrap it up. I fully support new theaters and modules. I am as eager as anyone to see a new engine. But unless there is also a new way for me to enjoy the game then in essence nothing's really changed. I don't need better uniform textures or additional armored cars and trench types. I need a new campaign system that offers flexibility and a way for me to generate endless content that appeals to me. I hope one day this comes to be.
  11. Like
    landser got a reaction from A Canadian Cat in BFC - Time to Rethink the 'Roadmap'?   
    To address a couple of the last few posts. Yes, there are more campaigns than what I listed. I have about 20 for CMBN, mostly thanks to a dropbox that forum member Blazing 88s was kind enough to provide back in 2016. I could argue though that a new player wouldn't know about that and what would he find? But my point isn't really about how to find them, but about what actually exists. If it's 20, or 25, is that considered a good amount for a game that's been out for almost 8 years? And honestly, these are all over the place, in scope, in quality, and featuring different forces. What if a player wanted to play company sized American paratrooper campaigns? Four?
    What if he wanted to play company sized FJ campaigns? None?
    As to Ian's point, yes I agree to a point. PBEM is my favorite way to play. Nothing beats it.  But as mentioned I blow hot and cold. As a result single player has to be my bread and butter so that when I get the itch I can dive right in full bore. And frankly, while PBEM is awesome, my experience has been that there is a fluctuating level of motivation from opponents, especially if things on the battlefield are titling my way
    My point entirely discounts the logistical aspect of the request. I have zero idea how difficult it would be. It's not my hard work and long, long hours, it's not my dime at risk. And I think it's clear that for a campaign generator to succeed it would require a new AI system. So it's a big undertaking I have no doubt. Whether this is a profitable idea is another question entirely. I'm just speaking to my experience and adding my own little lane to the roadmap thread. On another forum we were discussing this and I said that I am willing to put my money where my mouth is. I've never crowd funded anything. But I'd be willing to throw in another $120 for a campaign module. Maybe that's a no-no around here, I don't know. But I want it enough I am willing to do my part to see that it happens.
  12. Upvote
    landser got a reaction from FlammenwerferX in BFC - Time to Rethink the 'Roadmap'?   
    Lots of ideas and I understand everyone has their favorites, or the course they'd like to see Combat Mission take and that's understandable and quite useful even. So I'd like to throw mine in as well.
    I'm concerned about the future of this fantastic tactical simulator. In my opinion, while new units, theaters and modules are all welcomed, the thing that the series is in most need of is a way for the player to more easily generate his own content. I've been playing since the CMBO demo so I've been along for the whole ride, as many here have. I'm not a continuous player, I take breaks and then come back to it from time to time. I really do love the gameplay, to me Combat Mission is the best game of it's kind, and I want to see it succeed and evolve.
    In my view the biggest problem is the lack of good content. Part of this is the fact that single scenarios leave me cold, so unfortunately this brushes aside much of the quality content that actually does exist. My preference is campaign play. And here the series falls woefully short in my opinion. I'll give you a little insight from my experience as a part-time player, if you'll indulge me.
    Around 2015 I got back in to Combat Mission and bought both the CMBN big bundle and Red Thunder. I played (or at least started) every campaign I could find for both titles. It wasn't very many, maybe a dozen or a few more. Some of them I found excellent (Devils Descent, Outlaws, Kampfgruppe Engel and more). Some I found of poor quality (no need to mention which), and some I found far too large for my taste.
    I played for about a year and then shelved Combat Mission as I moved on to other stuff. Recently I had the itch to play once more. Excited to see what new content there was for me to play, I forked over the $10 for the engine 4 upgrade for CMBN and went in search of new campaigns to play. What a disappointment. What I found is there are very few new campaigns since two years ago. The Repository doesn't exist anymore correct? So I found what was available on the Scenario Depot and on IanL's site, which are mostly the same ones anyway.
    On the Scenario Depot here's what I found for WW2 titles
    Battle for Normandy -- 11 campaigns
    Fortress Italy -- 2 campaigns
    Red Thunder -- 4 campaigns
    Final Blitzkreig -- 1 campaign
    All of those CMBN and CMRT campaigns I played two years ago. Combing through forum threads reveals a few more, and more recent. But in the end that's a very small number of campaigns, with little new coming out. The nature of Combat Mission's current campaign system leaves me with little motivation to replay campaigns I already have. AI plans only go so far. Essentially you already know what you're up against,  and the best AoAs, even if the AT gun is in a different place. So I'm left with a choice of campaigns to replay with little desire to do so.
    And while I am willing to try anything,  I really enjoy campaigns that feature a core force of about reinforced company strength. I really don't enjoy scenarios that are about a battalion or stronger. These aren't necessarily harder or easier, but much more involved. It's personal preference, and I'm glad they exist for the folks who enjoy them Lions of Carpiquet comes to mind. It seems a quality piece of work from a knowledgeable and skilled author, but it's just not my cuppa.
    So back to my main point. As a campaign player I am at the mercy of the scenario designers. One might say well then make your own and stop bitchin'. But what fun is it playing a campaign I designed myself? The scripted nature of Combat Mission means I will know every unit, where they are, what time they are reinforced and so you lose the very things that make playing new campaigns so interesting, like uncertainty. If I know the enemy has four AT guns, and I've already taken out four I know there are no AT guns left. That's no good. I have to proceed as if there might be another four still waiting for me.
    At the heart of the matter is there is no way to generate my own content. And little new stuff comes out I presume because making campaigns is so difficult. Didn't I once read that Paper Tiger spent 800 hours making Road to Montebourg? 800? If that's true it's no wonder that so little comes out. What I think the series desperately needs is a way for the player to generate his own campaigns. This idea isn't new around here, and clearly isn't on the roadmap (right?) But until something like this exists, folks like me who want to play campaigns of a certain scope will be left out in the cold, reading AARs instead of actually playing the game. I have very specific ideas of the sort of system I'd like to see, but I doubt my ideas haven't already been offered here at one point or another so I won't make a long post way longer by detailing them.
    At the time CMBB came out I was happy with the Operations feature. Sure it had it's wrinkles and there were things I wished worked differently or that were changed. But that system was removed and while the episodic system we have now can be fun, and a good story can be told, it's not the answer in the long run. Not only does it appear prohibitively difficult to use, it leaves little replay value in my view. Combat Mission Campaigns was the light at the end of the tunnel, but it failed and nothing has filled the void.
    This post is way longer than intended so I'll wrap it up. I fully support new theaters and modules. I am as eager as anyone to see a new engine. But unless there is also a new way for me to enjoy the game then in essence nothing's really changed. I don't need better uniform textures or additional armored cars and trench types. I need a new campaign system that offers flexibility and a way for me to generate endless content that appeals to me. I hope one day this comes to be.
  13. Like
    landser got a reaction from A Canadian Cat in BFC - Time to Rethink the 'Roadmap'?   
    Lots of ideas and I understand everyone has their favorites, or the course they'd like to see Combat Mission take and that's understandable and quite useful even. So I'd like to throw mine in as well.
    I'm concerned about the future of this fantastic tactical simulator. In my opinion, while new units, theaters and modules are all welcomed, the thing that the series is in most need of is a way for the player to more easily generate his own content. I've been playing since the CMBO demo so I've been along for the whole ride, as many here have. I'm not a continuous player, I take breaks and then come back to it from time to time. I really do love the gameplay, to me Combat Mission is the best game of it's kind, and I want to see it succeed and evolve.
    In my view the biggest problem is the lack of good content. Part of this is the fact that single scenarios leave me cold, so unfortunately this brushes aside much of the quality content that actually does exist. My preference is campaign play. And here the series falls woefully short in my opinion. I'll give you a little insight from my experience as a part-time player, if you'll indulge me.
    Around 2015 I got back in to Combat Mission and bought both the CMBN big bundle and Red Thunder. I played (or at least started) every campaign I could find for both titles. It wasn't very many, maybe a dozen or a few more. Some of them I found excellent (Devils Descent, Outlaws, Kampfgruppe Engel and more). Some I found of poor quality (no need to mention which), and some I found far too large for my taste.
    I played for about a year and then shelved Combat Mission as I moved on to other stuff. Recently I had the itch to play once more. Excited to see what new content there was for me to play, I forked over the $10 for the engine 4 upgrade for CMBN and went in search of new campaigns to play. What a disappointment. What I found is there are very few new campaigns since two years ago. The Repository doesn't exist anymore correct? So I found what was available on the Scenario Depot and on IanL's site, which are mostly the same ones anyway.
    On the Scenario Depot here's what I found for WW2 titles
    Battle for Normandy -- 11 campaigns
    Fortress Italy -- 2 campaigns
    Red Thunder -- 4 campaigns
    Final Blitzkreig -- 1 campaign
    All of those CMBN and CMRT campaigns I played two years ago. Combing through forum threads reveals a few more, and more recent. But in the end that's a very small number of campaigns, with little new coming out. The nature of Combat Mission's current campaign system leaves me with little motivation to replay campaigns I already have. AI plans only go so far. Essentially you already know what you're up against,  and the best AoAs, even if the AT gun is in a different place. So I'm left with a choice of campaigns to replay with little desire to do so.
    And while I am willing to try anything,  I really enjoy campaigns that feature a core force of about reinforced company strength. I really don't enjoy scenarios that are about a battalion or stronger. These aren't necessarily harder or easier, but much more involved. It's personal preference, and I'm glad they exist for the folks who enjoy them Lions of Carpiquet comes to mind. It seems a quality piece of work from a knowledgeable and skilled author, but it's just not my cuppa.
    So back to my main point. As a campaign player I am at the mercy of the scenario designers. One might say well then make your own and stop bitchin'. But what fun is it playing a campaign I designed myself? The scripted nature of Combat Mission means I will know every unit, where they are, what time they are reinforced and so you lose the very things that make playing new campaigns so interesting, like uncertainty. If I know the enemy has four AT guns, and I've already taken out four I know there are no AT guns left. That's no good. I have to proceed as if there might be another four still waiting for me.
    At the heart of the matter is there is no way to generate my own content. And little new stuff comes out I presume because making campaigns is so difficult. Didn't I once read that Paper Tiger spent 800 hours making Road to Montebourg? 800? If that's true it's no wonder that so little comes out. What I think the series desperately needs is a way for the player to generate his own campaigns. This idea isn't new around here, and clearly isn't on the roadmap (right?) But until something like this exists, folks like me who want to play campaigns of a certain scope will be left out in the cold, reading AARs instead of actually playing the game. I have very specific ideas of the sort of system I'd like to see, but I doubt my ideas haven't already been offered here at one point or another so I won't make a long post way longer by detailing them.
    At the time CMBB came out I was happy with the Operations feature. Sure it had it's wrinkles and there were things I wished worked differently or that were changed. But that system was removed and while the episodic system we have now can be fun, and a good story can be told, it's not the answer in the long run. Not only does it appear prohibitively difficult to use, it leaves little replay value in my view. Combat Mission Campaigns was the light at the end of the tunnel, but it failed and nothing has filled the void.
    This post is way longer than intended so I'll wrap it up. I fully support new theaters and modules. I am as eager as anyone to see a new engine. But unless there is also a new way for me to enjoy the game then in essence nothing's really changed. I don't need better uniform textures or additional armored cars and trench types. I need a new campaign system that offers flexibility and a way for me to generate endless content that appeals to me. I hope one day this comes to be.
  14. Upvote
    landser got a reaction from Jane's in BFC - Time to Rethink the 'Roadmap'?   
    Lots of ideas and I understand everyone has their favorites, or the course they'd like to see Combat Mission take and that's understandable and quite useful even. So I'd like to throw mine in as well.
    I'm concerned about the future of this fantastic tactical simulator. In my opinion, while new units, theaters and modules are all welcomed, the thing that the series is in most need of is a way for the player to more easily generate his own content. I've been playing since the CMBO demo so I've been along for the whole ride, as many here have. I'm not a continuous player, I take breaks and then come back to it from time to time. I really do love the gameplay, to me Combat Mission is the best game of it's kind, and I want to see it succeed and evolve.
    In my view the biggest problem is the lack of good content. Part of this is the fact that single scenarios leave me cold, so unfortunately this brushes aside much of the quality content that actually does exist. My preference is campaign play. And here the series falls woefully short in my opinion. I'll give you a little insight from my experience as a part-time player, if you'll indulge me.
    Around 2015 I got back in to Combat Mission and bought both the CMBN big bundle and Red Thunder. I played (or at least started) every campaign I could find for both titles. It wasn't very many, maybe a dozen or a few more. Some of them I found excellent (Devils Descent, Outlaws, Kampfgruppe Engel and more). Some I found of poor quality (no need to mention which), and some I found far too large for my taste.
    I played for about a year and then shelved Combat Mission as I moved on to other stuff. Recently I had the itch to play once more. Excited to see what new content there was for me to play, I forked over the $10 for the engine 4 upgrade for CMBN and went in search of new campaigns to play. What a disappointment. What I found is there are very few new campaigns since two years ago. The Repository doesn't exist anymore correct? So I found what was available on the Scenario Depot and on IanL's site, which are mostly the same ones anyway.
    On the Scenario Depot here's what I found for WW2 titles
    Battle for Normandy -- 11 campaigns
    Fortress Italy -- 2 campaigns
    Red Thunder -- 4 campaigns
    Final Blitzkreig -- 1 campaign
    All of those CMBN and CMRT campaigns I played two years ago. Combing through forum threads reveals a few more, and more recent. But in the end that's a very small number of campaigns, with little new coming out. The nature of Combat Mission's current campaign system leaves me with little motivation to replay campaigns I already have. AI plans only go so far. Essentially you already know what you're up against,  and the best AoAs, even if the AT gun is in a different place. So I'm left with a choice of campaigns to replay with little desire to do so.
    And while I am willing to try anything,  I really enjoy campaigns that feature a core force of about reinforced company strength. I really don't enjoy scenarios that are about a battalion or stronger. These aren't necessarily harder or easier, but much more involved. It's personal preference, and I'm glad they exist for the folks who enjoy them Lions of Carpiquet comes to mind. It seems a quality piece of work from a knowledgeable and skilled author, but it's just not my cuppa.
    So back to my main point. As a campaign player I am at the mercy of the scenario designers. One might say well then make your own and stop bitchin'. But what fun is it playing a campaign I designed myself? The scripted nature of Combat Mission means I will know every unit, where they are, what time they are reinforced and so you lose the very things that make playing new campaigns so interesting, like uncertainty. If I know the enemy has four AT guns, and I've already taken out four I know there are no AT guns left. That's no good. I have to proceed as if there might be another four still waiting for me.
    At the heart of the matter is there is no way to generate my own content. And little new stuff comes out I presume because making campaigns is so difficult. Didn't I once read that Paper Tiger spent 800 hours making Road to Montebourg? 800? If that's true it's no wonder that so little comes out. What I think the series desperately needs is a way for the player to generate his own campaigns. This idea isn't new around here, and clearly isn't on the roadmap (right?) But until something like this exists, folks like me who want to play campaigns of a certain scope will be left out in the cold, reading AARs instead of actually playing the game. I have very specific ideas of the sort of system I'd like to see, but I doubt my ideas haven't already been offered here at one point or another so I won't make a long post way longer by detailing them.
    At the time CMBB came out I was happy with the Operations feature. Sure it had it's wrinkles and there were things I wished worked differently or that were changed. But that system was removed and while the episodic system we have now can be fun, and a good story can be told, it's not the answer in the long run. Not only does it appear prohibitively difficult to use, it leaves little replay value in my view. Combat Mission Campaigns was the light at the end of the tunnel, but it failed and nothing has filled the void.
    This post is way longer than intended so I'll wrap it up. I fully support new theaters and modules. I am as eager as anyone to see a new engine. But unless there is also a new way for me to enjoy the game then in essence nothing's really changed. I don't need better uniform textures or additional armored cars and trench types. I need a new campaign system that offers flexibility and a way for me to generate endless content that appeals to me. I hope one day this comes to be.
  15. Like
    landser got a reaction from A Canadian Cat in Enough Whining. List things you LOVE about CM   
    There's plenty to like about Combat Mission. But I'll pick spotting. CM handles spotting (visual and auditory) elegantly, never fails to impress me.
  16. Upvote
    landser got a reaction from MOS:96B2P in Kampfgruppe Engel Campaign   
    Spoilers!
     
    Haven't been around and with so much time having passed since the question was asked it is likely no longer needed, but....
    Line of sight is a challenge in that mission no doubt. In my case I set the ATG up on the left along with a Mark IV. The Panther was redeployed to the main road after assisting in the recovery of the King Tiger, which was also moved here along with another Mark IV. MG teams and mortars were set up on the hill to the right of the main road, where they caused havoc with the enemy's push up the German right flank before this hill was eventually targeted by a barrage and they were mostly wiped out. But by then everything was already heading for the exits.
    The ATG and Mark IV on the left were stars, as the enemy was thick there, but they seemed to lack drive. If they had pushed harder on the German left they could have broken through by overwhelming the meager assets deployed there. The Panther and King Tiger did great too. You are heavily outnumbered in armor (23 tank kills in my run) and it's just a fantastic mission, as are most of them in this campaign.
    I played this campaign in March of 2016, amazing how this stuff sticks with you. Quite memorable. I even still have the screenshot of the debrief. Only vehicle loss was the Kubelwagen, and the troop casualties were mostly the support weapons on the hill taken out by the enemy barrage. Almost three years and I can still picture the battle.  Good stuff.
     

  17. Like
    landser got a reaction from Badger73 in Kampfgruppe Engel Campaign   
    Agreed, I think reinforced company sized battles are CMx2's sweetspot. But I don't mind a larger one now and again, especially if the briefings and battles are well done. Keeps me engaged. Overall though you can tell how much work went in to this one, and frankly, good campaigns for CM games are limited, so I'll take them all.
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