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Guderian's Duck

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Posts posted by Guderian's Duck

  1. Originally posted by Canuck_TAR:

    Modular meaning turn based?

    I mean modular as in West Front module, East Front module, Early War module etc. Splitting it up into different releases.

    Originally posted by Sirocco:

    It's a different developer, with different ideas and plans.

    I know, but since it's been "Battlefrontized" anyway I was curious why they didn't copy CM's new modular approach too. The CM developers have made a very good case why they switched from huge releases to a modular approach.

    Anyway, it may simply be that they don't want it to run parallel with the CM series when it returns to WWII.

  2. As I understand a 120mm DU shell hitting a t-72 easily flipped the turret.

    Still not common enough to waste programing time or space over.

    As I understand it it was/is actually pretty common due to the poor ammo protection in the Soviet tanks.

    The splinters from the DU rounds would frequently ignite the ammo and the overpressure from the explosion would blow the turret off.

  3. I tried Rome Total War a while ago and didn't like it...

    The problem with that game is that you have to slow it down to half the default speed to make it realistic. Fortunately it's fairly easy to mod (via text files).

    But the graphics and the interface are really state-of-the-art for wargames as far as I'm concerned, which isn't so strange considering their budget is probably equal to all other wargame developers put together. Anyway, you can see a lot of work went into the interface and the controls.

  4. I really like how air support works now. It's just as unexpected and inaccurate as it should be.

    Air support and (especially) artillery are two areas where Combat Mission really moved the goalposts forward. And "realistic" in the case of world war two close air support means not very effective.

  5. Doesn't look like Il-2 graphics at all (and isn't).

    Ok, if you say so. But the brown-green colours and the Il-2s really had me fooled for a while. :)

    And no, just because you have a 3d engine doesn't mean that you've got most of the work needed for a game done. Actually that is very far from the truth.

    Well, yes and no. Designing the graphics engine and the 3D models is certainly one of the most expensive and time-consuming parts of making a game.

    First of all - what type of game would it be?

    I can think of several possibilities, including the most obvious one which is of course a wargame.
  6. I understand and agree with the argument about view restrictions, but it should never be an excuse for clunky camera controls.

    In Rome Total War there are several ways the user can restrict the camera (and thereby the access to information), like the "Restricted Camera" where you can't move the camera too far from your own units or the "General Camera" where your viewpoint is slaved to the general's unit and can't be raised above shoulder level.

    The last mode is a lot of fun when you gallop around the battlefield like a madman to try and control the troops! The need for a pre-battle plan is certainly brought home.

    In fact I believe something precisely like these restrictions would suit Combat Mission very well. There's a demo available for Rome Total War so you can try it if you haven't already. It's almost worth it for the camera controls alone.

  7. You have to find a way (another toggle?) to get view direction control into the mouse so that you can move around the CM landscape the way you move around in an FPS. This is essential for figuring out what is where in terms of being under cover or being exposed.

    I don't play FPS games so I can't recommend how to go about this, but I'm sure the mechanics are well developed. Adopt them.

    I'm not sure if this is exactly what you're looking for, but Rome Total War has an absolutely amazing view system that I think should be adopted as a universal standard. It takes you from high up and almost top-down to ground level totally seemlessly and without you almost noticing it.

    What they do is simply use standard FPS movement controls (WASD keys) for moving the camera back-forward and rotating it, the mouse wheel for height adjustment, and mouse movements for fint tuning and lateral movement. The WASD keys combine seamlessly with the mouse movements and make it an extremely intuituive system.

    It is by far the best camera system I have used in any game and others would do well to simply copy it.

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