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Salkin

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Everything posted by Salkin

  1. That was one fierce buttkicking Rune got. If he had not underestimated the germans the AAR could have been maybe 2 pages longer . Nice writeup though. Im ready for more . //Salkin
  2. Exactly! When was the last time the swedes did something? Sometime in the 18th century is my guess </font>
  3. fyb2002, if you really want to show those developer a thing or two and really make them hang their heads in shame, I suggest you quickly whip up your own game where people can walk in and out of houses all they want. //Salkin
  4. Is it possible to set difficulty level without nerfing realism? What I mean is can we play the missions with more or less enemy forces in them, thus making the missions easier/harder? //Salkin
  5. I'm interested , but unfortunately I'm on the other side of the world when it takes place. If I win the lottery before saturday I'm flying over. Oh, and drink and food is on me ...If I win the lottery that is . //Salkin
  6. Megakill and Moon , excellent answers. This is almost the answer I was hoping for . //Salkin
  7. I'd really like an answer to this question so I'm going to make a small bump. *bump* There. //Salkin
  8. Can you play the same mission several times without finding the enemy in the same spot every time? //Salkin
  9. LoL! Bring it. And the AAR:s ! //Salkin
  10. Well, it's probably nice for the devs to get a positive reaction on this very demanding forum. I'll chime in and say that I'm really looking forward to this one. //Salkin
  11. Are you guys going to turn this cow into a Bren tripod ?! //Salkin
  12. Hmm...not being the ubergrog like half of the people here I'm probably more of a casual CMer. I'm kind of intrigued by the compressed penetration values. Facing of with tanks with regular penetration values on the shorter ranges that TOW seems to offer could turn into very short and unexciting episodes. With the compressed penetration tables you probably get to maneuver more to get to that kill. I'm thinking 1C have playtested this for quite a bit before changing penetration values. Well, maybe things will change again when Battlefront get to make some changes... //Salkin
  13. And so it is that, occasionally, we might want to take a gander at the less satisfactory aspects of computer wargaming. With that in mind, I'd submit that, generally speaking, they are as follows: 1) Hexes 2) Turns And, for tactical/battlefield games, yet another: 3) Micro-plotting moves/orders for EVERY unit at one's disposal I identify these items because they are so patently unrealistic, items that we had to endure with boardgames, wretched devices which were subsequently ported-over to computer sims. Although I still play boardgames competitively, I genuinely hated the tactical genre, beginning with Panzerblitz, right on through Sqaulid Leader and ASL. The turn/movement/combat systems that "sorta" work with strategy games become laughable at the tactical level, at least to anyone thoughtful enough to consider what's going on as you microplot the behavior of all those units in turns ranging from 6 minutes to 30 seconds. That's one hell of a command and control system. Makes the Borg concept look a lot more plausible, doesn't it? Now, a developer is trying to take a step toward delivering us from what I've described above, and a lot of people here are challenging the attempt as being UNREALISTIC Well, for God's sake would you please, just for once, take a look at what you assume to be REALISTIC and acknowledge its shortcomings. If you're not willing to accept a change of paradigm, computer wargaming simply cannot evolve. ToW will likely not be PERFECT in any of the regards that I briefly touched on above, but it sounds as though they are at least trying to address some of the shortcomings of the CM series. I humbly submit that they ought to be given an opportunity to do so. PoE </font>
  14. Well, he is the guy Steve pulls out when everything else fails on these forums. I like to think of him as Steves personal sledgehammer. He's as subtle as a 150mm arty barrage at times . [Disclaimer: All this was written in jest and I was forced to do so...by the terrorists.] //Salkin
  15. Great answers Matt ! Thanks. //Salkin
  16. Sounds like fun. I work five weekends in a row now. Shouldn't be a real problem since I know where to put the extra cash . //Salkin
  17. So it's all scripted then and not dynamic, or is my school english failing me ? Nice interview by the way Matt. [EDIT: Never mind I think I found the answer !] //Salkin [ July 28, 2006, 01:53 PM: Message edited by: Salkin ]
  18. Yep...Matt really knows what buttons to press to get to my hard earned cash . That mini-AAR really made me curious about this game. I read somewhere that there are a random factor to certain scenarios , I wonder if this is what he meant or does maybe equipment differ ? ... Well, thanks for the link anyway PseudoSimonds. //Salkin
  19. Oh yeah , I thought of another question : 6. Is the infantry movement fluid and realistic? Is ragdoll implemented (I should think not, but I'll ask anyway ). [Edit: Just watched the gameplay video and infantry movement is looking good, still wondering about ragdoll though.] //Salkin
  20. Ho hum...ok here goes : 1. How does damage to AFV:s work. Will text appear over the Tank telling you that : "Track hit, 1 casualty, vehicle immobilised" like CM or will we have to watch a HUD and see how much tank personnel survived the hit ? And will loosing an antenna affect the vehicle in any way? 2. Can we tell a tank to area fire near infantry ? 3. Can we order that same tank to target the tracks/engine/side of the enemy vehicle? 4. Is there a "fog of war", or are we limited to the draw distance ? Can the infantry sneak up on targets using concealment or is cover the only factor? 5. Can we use cover arcs ? Thanks in advance . //Salkin
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