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Everything posted by GreenAsJade
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Bridge preserve objective
GreenAsJade replied to TheVulture's topic in Combat Mission Battle for Normandy
It's exactly what you said: when the possibility of blowing the bridge wasn't part of the scenario designer's consideration, and where it obviously renders the game moot. IE suppose that if you think of it quickly enough you can blow all the attackers option to enter your space completely. 3 turns later ... now what does the attacker do? It's actually not so much "gamey" as poor scenario design, I guess -
+1 on tracer/fire mods. death to the laser-tracers...
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The Anti-Refresh Monkey Thread
GreenAsJade replied to Lt Belenko's topic in Combat Mission Battle for Normandy
FFS why does anyone have to have this game the instant it's released? Maybe we all should register our cell phones and they can SMS us all, in case we miss a minunte of the rest of our lives without CMBN in it... -
+1 We've had all the bones. We've had the anatomy lesson. We have the user manual. It's just waiting, now, till they can release it... GaJ
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Assault Command is rather cool.
GreenAsJade replied to scottie's topic in Combat Mission Battle for Normandy
I like reading about game designers playing their game. Obviously they do Yet somehow it's great to be comparing notes on the experience.... -
Tanks firing animation
GreenAsJade replied to tiger123's topic in Combat Mission Battle for Normandy
+1 : tone it down, turn it off, whatever... make it look like real WWII tanks. But not before releasing -
When will the Demo arrive?
GreenAsJade replied to tiger123's topic in Combat Mission Battle for Normandy
GaJ -
Only if the scenario is for "vs AI", right? I know that lots of people out there like to play scenarios vs AI, but personally I couldn't care less about that If scenario designers put their effort into creating nice H2H scenarios, and don't worry about the AI plan, that will be fine for me GaJ
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I think you have nailed the essence of the original question: "will the game (engine) handle maps that are sufficiently large for good interesting scenario construction?" One reason the answer might be "no" is if the max map size you are allowed to create is too small. However, 4km wide is absolutely heaps. If the framerate drops unacceptably on "normal" platforms with "sufficiently big" maps, then obviously the answer is "no". From what I've heard, this probably is not a big deal either though ... it sounds like if you toggle trees off things will be OK? This is the case with CMx1 also. A factor I hadn't thought of came up in this thread: the sheer effort of creating a map. Has it become way harder to make a decent map? Another thing I hadn't picked up before is that it seems that QBs are played on human-created maps - is that right? There's no "autogeneration" of maps? GaJ
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The large CMx1 maps were large in the dimension of _width_. One good reason for this, as someone said, is that a wide map with the battle confined somewhat to the middle takes away (somewhat) the effects of the edges. Over time (in CMx1, espcially QBs) this has been found to be a Good Thing. And, as somone else says, it add options that make the game play less "scripted". Sure this makes it harder to make a "predicably balanced" scenario: the scenario designer's dilemma in a nutshell. It will be interesting to see how this unfolds, once we get past the thrill of highly realistic romps down a single road or over a hill into a single group of buildings... GaJ
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Will Bagpipes make it into Cw module ?
GreenAsJade replied to sonar's topic in Combat Mission Battle for Normandy
Seems like the right time for: -
Clearly this question is not directed at the judgment of scenario designers, but at the capability of the game itself. The fear is that CMBN itself will not be able to support maps of large enough dimensions to enjoy the "sweet spot" of WWII tactical play. I think this is quite a fair concern ... if beta testers or BTS have any insights to offer, it would be interesting. Of course, the proof will be in the pudding... GaJ
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Quick update on release status
GreenAsJade replied to Battlefront.com's topic in Combat Mission Battle for Normandy
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Time To Run A Betting Pool
GreenAsJade replied to Erwin's topic in Combat Mission Battle for Normandy
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Combat Mission 2000-2011
GreenAsJade replied to Sergei's topic in Combat Mission Battle for Normandy
I reckon Tube Guy should do a fist-pump after he nails a Tiger... FWIW, there are scenes in this video where I agree with the poster who said the buildings seem very similar to the CMBO ones. I know what he means. But clearly that's just the way this video caught them, because the subsequent photos etc show what they _can_ look like now. GaJ -
Gamerswithjobs.com previews CMBN - love it
GreenAsJade replied to tarzan's topic in Combat Mission Battle for Normandy
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Release Date. Seriously.
GreenAsJade replied to Franko's topic in Combat Mission Battle for Normandy
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Release Date. Seriously.
GreenAsJade replied to Franko's topic in Combat Mission Battle for Normandy
It seems Iron mode is rather less than it might have been. _Real_ Iron mode would only let you look from the perspective of a friendly unit. I wonder why they stopped short (way short) of that? -
This scene bears many humours resemblances to the forum at the moment, actually Especially 3:37 GaJ