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David Chapuis

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Posts posted by David Chapuis

  1. Not trying to seem like that is the only thing I care about, but I want to make one more point. When I first starting playing CMBO in 2003, I loved the game. Thought about buying CMBB, but decided CMBO was good enough for me. Then I read this post, and this was in large part why I ended up getting the game. I actually still remember reading the phrase "CMBB is a discount shoppers paradise." and then really wanting to get the game.

    http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=7;t=001536#000002

    so my point is - I dont think it is a better game without the QB unit selection process. And it seems like I am not alone.

  2. Originally posted by Moon:

    Just becuase CMSF does certain things differently than CMx1 doesn't mean that it's worse. Extend us the leap of faith that what you see in the game is the result of a long design process. Our goal, ultimately, is to make the best simulation for modern ground combat possible. Not to "improve CMBO".

    FYI - I read that as basically saying, "You dont need QB picks. Trust us. It is a better game without them." But I am saying, "No, it wont be for me. I really like QB picks."

    If you liked a particular feature of the earlier CM games and it's not there anymore... of course the initial reaction is understandable. But to draw the conclusion from it that all fun is eliminated is premature. It's a bit like saying that CMSF doesn't have Panther tanks anymore! ;)

    Martin

    I dont think people are saying that all fun is removed - I know I am not. I am saying I really enjoyed QB picks and would like them back. But you guys do seem to be saying, "QB picks arent important."

    At least that is the way I am taking your position to be, and I think that is why people are making such a big deal about it.

  3. Originally posted by Moon:

    "[what] WE want too" means nothing else than that you want CM3+. But you're getting CM4.

    Martin

    I dont think that is what it means. It means that we really liked something about CMx1 and it is not in CMx2. Now if you guys had said "that is something we plan to do but just didnt have time for" then I dont think there would be this outcry. What I am hearing is pretty much summed up as, "this isnt important - have fun without it."

    Now that isnt exactly how you said it, but that is more or less what it comes down to. Take for instance

    1)not realistic. Well so what. neither is blue on blue. neither is US troops in yellow taxis. And if you were so worried about not being realistic would you not allow cherry picking in an editor

    2)C&C is an issue. Ok, well that makes some sense, but - as somebody pointed out above - if you can pick a force in an editor and play with it, there should not be some fundamental reason you wouldnt be able to pick that force on a QB selection screen.

    3)It takes time. Now this is understable - but IMO has not been your main reason.

    4)This is Combat Mission not Walmart Mission. Well maybe Grog Dorosh and AKA47-Tom dont like Walmart Mission. But I really did, so please dont expect me not be disappointed.

    Am I going to throw away the game because of this. No. I like this game. But please dont tell me it isnt important.

  4. Originally posted by Childress:

    After a while, two thirds of the available units disappeared disappeared from PBEM games. Never to be seen again. Troop purchasing is one of those concepts that sound good on paper, but....

    Says who?

    This argument means nothing. So what that some people only bought stugs. Just as many people would buy a fleet of flak trucks and elite italians.

    Some people like completely random games. For QBs I played, nothing was random. I liked being able to pick what I want - it is actually part of the experience - part of the game. Dont discount that for others just because it didnt mean anything to you.

  5. This is very reminiscent of the PBEM debate.

    Now I completely agree that not being able to purchase units is a major letdown. Major letdown. What kept CM on my computer for the last 3 years - something that no other game has ever even gotten close to - is the QBs starting with unit selection. So I sorely want it back.

    that being said, nobody is seeming to accept the idea that there might be a something to this C & C issue that martin has mentioned twice.

    And that being said - whatever selection process that CMSF uses to pick a force, it would be so much better if BFC would give the user those same options. I mean after the user fills in all the drop-down options, CMSF still has to go out a "pick" a force. So I really have a hard time believing that it cant be done because of C&C. I can believe it is much more limited than CMx1. I can believe it might not be balanced (well neither is auto-pick).

    For longevity of this game, I think a lot of people need this. And I like the game.

  6. Originally posted by Battlefront.com:

    CM:SF's AI is the opposite. It is MUCH better suited for handmade scenarios, and that was the point. The tradeoff is that it is difficult to get it to behave more generally for QBs. Since it isn't possible for us to code two entirely different AIs, and we feel CM's real strength is in "story based" scenarios, we went with the one that gives us a better result for hand made scenarios. I think as you guys play more and more you'll see why that was a good idea.

    QBs were always best played multi-player anyway :D

    Steve [/QB]

    I totally agree with this. After I learned CMBO I never never finished another game against the AI. Just way to boring. So QBs against humans is the way to go [***I cant help but put a plug in for more QB options for CMSF. Please bring back the unit purchase or something similar:) ***], but I am really like the story driven campaigns. So far that is very fun, even against the AI.
  7. Originally posted by Michael Dorosh:

    </font><blockquote>quote:</font><hr />Originally posted by Ryan Crierie:

    On to other things; why can't we "Fast forward" or "rewind" the turn based turns until they've finished playing in real time?

    This has been fixed IIRC. Should be in the next patch if you haven't patched already? I just checked one of my old save games and I can FF without having to watch the whole thing, so it is definitely on the fix list for you guys. The beta testers are still testing stuff that wasn't squeezed into the release day patch. </font>
  8. Originally posted by Battlefront.com:

    4. Trees can't be turned off because there is no ground texture, like CMx1, to show you where the trees are. Plus, individual trees matter in CM:SF, so turning them off has a lot of implications that did not exist in CMx1. Having said that, we know that if we could find a way of turning them off many of you would be happy about that.

    I hope that eventually you will revist this. I can understand why it wasnt a priority since most of the syrians maps (I assume) are not tree heavy. But the first game I played was an inf battle in trees, and I had a really had time seeing my units. I have no ideas how to fix it (maybe something like how you did the buildings in CMx1), but I hope you can think of something.
  9. The path finding seems good to me.

    I had a squad running back and forth between a building and some trees over and over and over. I finally realized it was because I had given then the assault command but another squad had made it into the building first. Plenty of room for both squads in the building.

    Also a few times I have seen units htat were laying down spinning in place.

    But for me those are very minor issues.

    Too early for me to comment on the AI.

  10. I am pretty sure I found a movement bug. It happens when I fast move to a spot and then set another move order (so a stryker with two waypoints) and then I delete one of the waypoints. When the stryker reaches the spot of the first (and only) waypoint it drives in an extra little spin.

    Surely it is not supposed to do this.

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