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Halberdiers

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Everything posted by Halberdiers

  1. Thanks for your answer TheJanitor. Yes, I have the same opinion. Then, if no too much "Borg" was added, the new players could have a strong help for begin in the world of Combat Mission. In my experience (as player of "Panzer General" ), I find confusing the first encounter with the demo of CM . And I think this could be the reason that other "hex" players have the same confusing. Honestly ,tell me if the fact that the player do not know the mechanism of the game could be named "fog of war" or "borg effect". Maybe you guys who want a short turn (30 sec), really wanna this ?, or have the inverse problem of dont know when your orders are under the turn limit ? The black line tell you that you no have enough time to advance in to the house, then maybe you change your decision. Or not. This could be better , or not. Maybe an excess of "black line" could be an under estimation of your own forces (FOW). But the new player could learn very fast how to play the demo of the game CMX2 ,because the players will know what their units (in theory) can do or can not to do, I think. I hope developers you can understand what I try to say with my poor english [ January 19, 2005, 10:37 AM: Message edited by: Halberdiers ]
  2. people, If the change of color from "blue" to "black" line could be an indicator of the movement over the "time limit" of the turn ,and could be implemented. I want to ask: Could be a strong help to the "new players" or increase the "borg effect" only? [ January 18, 2005, 12:09 PM: Message edited by: Halberdiers ]
  3. Different from delay time to begin the action. Could be useful that the player must to know how much time wasted with a unit first. If you know how much is the time wasted then you can give orders for more than one minute. Sure the facts could be different in the battle, but you can make a "plan" for coordinated movement , and the delay could be put in any point. Not only at the begin of the action (more FOW). Then you can penalized the "minute-to-minute" movement, as know occur with "point-to-point" movements, but with more sense. Maybe a Bonus with the long movement too. Dont know. Another point could be a disociated LINE-TIME /LINE-TARGET: You put the LINE of movement and how much TIME the unit is moving. Similar with TARGET and RATE of fire. Your tank: Fire at 100% during 3 minute Move at 20% during 1 minute (HUNT) The "delay" could be in change "the plan" ,the Target or the point of arrive. Could be a top in the rate of fire when the unit is moving at some velocity. For example a top of rate of fire 20% in FAST. [ January 18, 2005, 09:56 AM: Message edited by: Halberdiers ]
  4. Single player: 1- One abilitie for each soldier. You have a limited number of soldiers in each HQ-unit or Squad ,maybe 12 or less. 2- The leader have their own level of command. 3- The "Leader" express the abilities of their own unit or the abilities of the "influence" below certain rules. The leader itself could have or not one abilitie as any soldier. 4- You can lose soldiers in your units or fight under another influence , then you can change abilities along the battle. If the influence and the abilities can change along the battle , then the decisions can change along the battle. Note-The abilities could be anything. But the idea is that each soldier or officer have a role in the process of command . Multi-Multiplayer well , could be possible that each player take a role in each level of command as a soldier or officer as another member of this unit ?. This means that each player can take a role at all levels of command with their own specific abilities. The number of players will be limited by the number of the soldiers of the unit. Then all the players could play a role in the HQ-Battalion and a role in the squad at first line of battle. [ January 17, 2005, 11:26 AM: Message edited by: Halberdiers ]
  5. 100% with you. in their nature , "Combat-mission" are a more ambitious game than any shooter out there . I think that this ambition should be according with the best balance in the interaction with the player that could be possible: -The best graphics. -The best interface. -The most simply. The best engine must need a mass of graphics . As a machine gun need ammunition . In my opinion ,"combat-mission" by their complex nature , need more interaction between player and game than videogames as first shooters. How and how much the player understand the nature of Run/Advance/Assault or Fatigue/Panic/Fanatic?. I think BF go by the best way when they decide to improve the graphics. One aspect that I see in the demo of call of duty is that the player are inmediatly immersed , in the first seconds, in the game. That is another aspect that could be improved in CM too. Maybe with a introductory movie with the self engine of the game made by the designer of the battle at the same time that the player reading the Mission Briefing texts. Qui lo sai . best regards [ January 10, 2005, 08:20 PM: Message edited by: Halberdiers ]
  6. about CMX2 campaign: I would like to ask to the developers if the player can make campaigns making a link of battles , and if these two possible examples of campaign could be possible to make or play in the campaign mode of CMX2 1-"Operation Thunderclap" (a Big Map)??? the encircled 6th Army at stalingrad breakout to the West. 2-"Band of Brothers" (Long time line)??? Easy company/101 div from Normandy to Hitler's Eagle's Nest. (jun/1944 to May/1945) In any case , thanks for this great game:combat mission. [ January 06, 2005, 04:16 PM: Message edited by: Halberdiers ]
  7. Thanks guys for the amiable answers and interesting opinions. I will look in the rifle mods of CMBO and if I can re-make a useful mod then I will send to the original creators ( the sling for some rifles and reinforcing patches for Paratrooper).
  8. Hi, I would like to make a sugestion about put a "rifle sling" in those great Rifle mods. I put an example without quality in the Mod but that can be useful about what I try to say. best Regards
  9. I think that North Africa has their own enchantment by itself. The great difference with CMBB is that you can fight all the campaign in the east. Opposite of the west it does not happen thus. It is divided in CMAK and CMBO. I do not have doubts when affirming that CM in their three episodes is best wargame. But I think that one would be due to unify CMAK and CMBO for the West front. 1-"West front": pre-war:spain 1937 Blitzkrieg on the West:Norway -France Mediterranean:Greece-Crete-Africa-Sicily Return Europe:Italy-France 2-"East front": pre-war:finland 1939 Blitzkrieg on the east:Poland-Yugoslavia Russia 1941-1945 Note how in the "west-front" there are a lot of scenarios with combined forces: amphibious assault or paratroopers. The similar space of time as CMBB for the military evolution. [ December 18, 2004, 04:39 AM: Message edited by: Halberdiers ]
  10. take a look this links: ww2 German Tactics: "Normally the sector assigned to a platoon is between 165 and 220 yards. A company attack sector is about 330 to 550 yards. A battalion sector is about 440 to 1,100 yards, while a division sector may be 4,400 yards to 5,500 yards". http://etloh.8m.com/strategy/offense.html Korean Tactics: http://www.fas.org/nuke/guide/dprk/agency/kpa-guide/part01.htm This link give a resume , but becareful: http://einstein.ssz.com/ssz/force.html
  11. Stratos, you can buy the three games at the same time."Combat Mission Anthology" is called. take a look here: http://www.centromail.es/ficha/ficha.asp?sku=032241 http://www.elcorteingles.es/videojuegos/juegos/juego_c.asp?CODPROD=28617701025
  12. Animation of own WOUNDED troop I put this picture to try to explain what I say before about pictures of " wounded troop ". Developers you no need change the picture of the squad. Similar as animation of "explode" you can add a animation of "Wounded". The animation must to shock the player (as explode),but of course not gore is necessary. Moreover, The numbers in the main bar could be changed for an active use by the player: 1-Theoretical combatants: mean the maximun number of soldiers that can be exist in the squad during SCENARIO. This is equivalent of "stacked". 2-Cumulative Losses: mean all losses, KIA, MIA, wounded, Panic,loss their rifle, all circumstances and possibilities because a soldier can not fight. This number can increase or disminish TURN by TURN (for example a soldier shocked can return to the combat ,another can recover their firearm). 3-Ready Squad Strength : mean the actual soldiers plus their firearms. The real combatants that can be used by the Squad leader in the current turn. This number can increase or disminish turn by turn. For example in a panicked squad the current strength is zero. The combination of "Theoretical combatants" and "Cumulative Losses" could explain easily to the player how punished is their squad along the scenario. And maybe, how much soldiers can recover the squad. *In the example we are in a turn advanced: My Soviet Rifle Squad is under fire. My squad was formed at the beginning of scenario by 12 soldiers , but along the turns and at the moment my squad loss 10 soldiers and the number of current strength are only 2 riflemen (note the specificity there are not SMG ). Maybe in the future next turns I will recover 3 or 4 soldiers with SMG (and diminish the cumulative Losses), but for the moment I know that I have 2 mens ready , I have woundeds,my squad is Broken....and the squad was heavy punished along the scenario. This can be used to the crew of AFV too. For example a operator of the main gun can be shocked (your main gun would be "0" in the main bar) but he could recover in the next two minutes ( or not ). Finally , relativizing the current strength turn by turn the fog of war is increased a lot and the Borg effect diminish. [ November 02, 2004, 10:33 AM: Message edited by: Halberdiers ]
  13. In the combat in CITIES , "Follow" could help a lot to the easy movement of the infantry platoon. As you see , the HQ platoon follow the Squad-A ,who make the scout. Squad-D can take the position of Squad-C, making easily (and FUN) a coordinated move. When the squad A arrive at their final position (a House), the HQ platoon now change their order follow A for the new order "advance" to arrive at the same point of the Squad-A (a House). But it depend of the distance of separation between the squads when the order follow was done. [ October 30, 2004, 02:17 PM: Message edited by: Halberdiers ]
  14. You can give "FOLLOW" with whatever Order (Move,Fast,Advance,Move to contact,Hunt,etc). But the unit selected was not before pinned,or routed ,etc. "Follow" must be make with the SAME ORDER for all units. For example, no unit can follow "E" because he change their velocity . But no problem to make one or two point of movements if it is the same order. As you see in the unit "A". [ October 30, 2004, 10:20 AM: Message edited by: Halberdiers ]
  15. THE ORDER "FOLLOW" You no need to make a lot of lines. Take a look , the unit C follow the unit B ; The unit B follow the unit A.(it is important note that the unit C not follow the unit A). Then , where the unit-A go, the rest go along the Turns. No problem if you change the direction. Between the units will have the same distance , the same at when the order follow was done. "Follow" could be done when you select the unit to move with the next unit, not over the terrain , and a sole unit can follow the next unit only . Of course, if the unit "A" not moves then the column not moves neither . And the finish of the order follow occur when the player gives to the unit another order to move over the terrain or "follow" to another unit. [ October 30, 2004, 01:52 PM: Message edited by: Halberdiers ]
  16. In any case it is clear the Role of Squad/platoon leaders, but I want to ask: What would be the role of Company/Battalion HQ ? [ October 29, 2004, 06:14 AM: Message edited by: Halberdiers ]
  17. About Communication: Menu orders:SEND communication to own Squad or AFV: a-voice, b-hand signal, c-Radio (artillery support),etc Main Bar:RECEIVE communication from the HQ-unit: 1-Voice, 2-Hand Signal, 3-Runner, 4-Radio, 5-Other.. [ October 29, 2004, 06:04 AM: Message edited by: Halberdiers ]
  18. In my point of view ,for example do not know if "Move to contact" is PREDICTIVE or REACTIVE. But I think that there is no effect on the "level of command". In any case,what it is relevant ,I think, is the inmediatly purpose or the indirect purpose of any action (Predictive or Reactive).Because the purpose is the difference between Tactical vs Operational. I think that what the people discuss about "Command-Control" is a try to give to CM an accurate level of "operational" game. And it is OK , if this not destroy the core of CM = The Squad-Level. [ October 28, 2004, 01:59 PM: Message edited by: Halberdiers ]
  19. Reading you people , I would suggest: What about an INTERACTIVE SQUAD-MENU? (as with the sherman the game ask "Use main gun"?,the game could ask "Use SQUAD-MENU"?) Yes , yes I say only for the tactics purposes of the squad . For tactics movement of the squad too. For example , if you want to change the house , this not a "company-operational" order. The squad order must to be with a inmediatly tactic purpose. For example ,if you want to move to another house this must to be with a squad purpose:" Assaulting" enemy units in this house,"Hidding" in this house etc. For example the order "WITHDRAW" or "NEXT-TARGET". They are a SQUAD-Orders with a inmediatly PURPOSE. This machinegun could "move" , but for to say that it is a SQUAD-SOP must to indicate what is the inmediatly purpose. For example: move+area fire over the german flag. Because this is a "Squad SOP" as "Shoot and Scoot". This INTERACTIVE "SQUAD-SOP" not cancel the HQ-Company orders. During the Squad-SOP "move order" , the Company-SOP "move order" NOT must TO BE CANCELED, similar as occur with a "PAUSE TIME". To make it CLEAR TO THE PLAYER, the role of SQUAD-LEADER that he play in this moment, I suggest the use of Similar interactive screen as when the sherman select the "main gun": And IN THIS MOMENT add to the interactive SQUAD "orders-screen" the photo of the SQUAD-Leader who send the order. Yes, I say,that the photo of the SQUAD-Leader must appear in the interactive menu screen of the squad.The developers can add , if it is possible , the voice if you can ear or a hand signal. Then ,You no need the picture of the leader down in the main bar. You can DELETE the picture of the SQUAD-LEADERs in the main bar , That it is a cause of CONFUSION!. Moreover , the picture of the HQ-UNITS(Platoon,Company,Battalion) could be remain in the main screen . As now it is. And in the screen of the "menu order" could be add a "runner photo" , or "radio photo", or "leader face photo" (if it is face to face). That explain the type of comunication between HQ-UNITS. [ October 28, 2004, 08:33 AM: Message edited by: Halberdiers ]
  20. About the corridor I think the problem of the LINE of MOVEMENT can be reduced to: 1-Follow the line of the unit SELECTED (as it is now in CM) 2-Follow a LINE of another unit 3-Follow another UNIT 4-Follow LINE of the HQPlatoon. 5-Follow the HQplatoon UNIT. 6-Follow a PLAN LINE on the map. That could be defined by the scenario creator ("The commander in chief") and can change in different turns. It could be as a FLAG , but you can not to take it as a FLAG ,instead occupied must be walked. For example you must to take FLAGS and walk the green PLAN LINES to win the scenario. All possibilities with their own bonus or penalties. Another improve could be made a "FREE LINEs" (curves). Not only "straight LINES". [ October 24, 2004, 08:50 AM: Message edited by: Halberdiers ]
  21. Another easy way to give individuality to each unit could be to give different orders in different conditions for each HQ-commanders. In form to avoid the unrealistic coordination by the BORG effect. For example , each tank commander of each platoon could change the nature or the number of orders in every turn in relation with their specific conditions (Fatigue,Moral,etc) or to a random condition. Not all menu orders could give shoot "next target", or can go at "full speed" or can "Ambush" all the turns. In other words, not to give the same "Menu" for all units under different conditions or in turns different. Because not all the squad commanders see with the same eyes , and not think with the same mind. [ October 24, 2004, 07:42 AM: Message edited by: Halberdiers ]
  22. Hoolaman and people, Here a very interesting Link about Command and Control: http://www.globalsecurity.org/military/library/policy/army/fm/6-0/index.html Platoon Command and Control [ October 22, 2004, 04:51 PM: Message edited by: Halberdiers ]
  23. I really want that CMX2 will add: impressive combat in cities a lot of animation effects for infantry squads Not change the scale of the battle. Never RTS. [ October 17, 2004, 02:00 AM: Message edited by: Halberdiers ]
  24. Hi People, I do not want that developers misunderstand what I suggest. -I'm not talk about "Gore": nor blood nor guts!.You do not see that in the picture below. -I'm not talk about an animation for the enemy casualties:this can not help us to understand the mechanism of game! You can understand what I try to say if you make in your mind an equivalent in animation between vehicle and infantry: both are the same. -Explosion-animation for vehicles -Wounded-animation for infantry I'm talk only about OWN wounded infantry . I'm talk about explain the change in the numbers of the Main bar of the player: -Moral status -Number of losses An animation of the enemy casualties do not have any interest.In fact , We can not see the Moral status or the number of Losses of the Enemy units !! Regards [ September 25, 2004, 01:07 PM: Message edited by: Halberdiers ]
  25. Yes ,the head is moved to the rear.As a face slap, that is all. But that animation do not impact as this: Furthermore, I'm not say that the Squad make the animation (as head animation in the kneeling position now). The wounded-animation could be added around the Squad during few seconds .Not in the squad. Around as the explosion for the vehicles. [ September 25, 2004, 09:37 AM: Message edited by: Halberdiers ]
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