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Arkel

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Posts posted by Arkel

  1. You are right, some people here seem to think that RTS=bad no exceptions, and want everything to be like CM etc. turn-based and every detail.

    But the truth is those games don't have a big market, I think BF and 1C games really want this to be a big public hit, and also want it appeal to the mainstream public instead of just the pure-diehards grogs. They want people with little experience and knowledge of WW2 games and facts to also buy this game, make it turn-based and you lose alot of customers, the mainstream public wants quick action and a low learningcurve.

    This game has been in development so long that it really needs to collect good money in order to even result in a break-even of costs and sales.

    So yes, some decisions will be made that are turn-off's for the diehard grogs, but the mainstream public won't even notice and doesn't care, they have little knowledge of what is realistic and what is not.

    Look at games like the new Company of heroes, totally unrealistic, but alot of people like it, they don't care about 100% realistic damage models and ranges, they just want action and explosions.

    But 1C don't want to follow that route, they want more, they are willing to go the extra mile and add more realism to the game, to also attract the real WW2 interested customers, but at the same time they will want to keep the game appealing to your average customers.

  2. Guys, i'm a little concerned about the infantry/tank ratio i've seen so far, I can't find any screenshots of huge infantry formations.

    Also reinforcements seem to exist of basicly more and more tanks

    1553_middle.jpg

    Will this be looked at before the game is released, because so far it's more like a tanks-sim where infantry plays only a minor role. In real life tanks would have alot more infantry cover then i've seen in the screenshots so far.

    look at this shot for example: http://www.battlefront.com/products/tow/screenshots/pages/purchase.html

    5 tanks and 1 group of infantry?

    This also results in the shots i've see seen of huge trenches, but only a few men in them.

    1540_middle.jpg

    Will this be fixed/looked at before the final release? It would be a shame if it would be up to the community map-makers to create some more infantry-battles.

  3. Originally posted by Jussi Köhler:

    </font><blockquote>quote:</font><hr />Originally posted by Megakill:

    Well if you have a Stuart tank - it would be just plain stupid to waste ammo and shoot at the front hull of a Tiger

    For that there is the EJECT!!! command. </font>
  4. Originally posted by Barkhorn1x:

    First of all the game looks great - just wish I knew how you actually "do things".

    Two basic questions - and pardon me if this was asked/answered before:

    1. In the shot below what does the "BLOCKED" label pasted over some units signify?

    http://www.simhq.com/_land2/AAR_files/image002.jpg

    2. The 3D map looks huge in the screenshots - but I guess play is actually limited to the area contained in the rectangular map at the lower left hand corner, is this correct? And if so, what happens to units who approach a map edge? Do they hit an invisible wall (a la Marcel Marsou)? Can they exit?

    3. What do the, "You've got a task" envelopes mean in the lower right corner of the 3D screen in this shot?

    http://www.simhq.com/_land2/AAR_files/image007.jpg

    Thanks,

    Barkhorn.

    1. I think it means you can't remove that unit from your selection, you can remove the other units to trade points to get other unit from your reserves, but you can't remove those.

    2. no idea

    3. I think it means you've got a new objective to achieve

  5. Originally posted by Sigrun:

    After spending a good hour reading this thread I thought I'd stick my two-cents' worth in. :eek: :D

    Firstly, as somebody who has first-hand experience of combat, I'd like to mention that rural houses aren't the most popular places to be in a fight. They're fine against rifle fire, and even LMGs, but once somebody brings up an HMG, or a tank with a cannon (anything from 20mm upwards), it's out the back door PDJ.

    Houses are for sleeping in, or hiding, or spotting/observing from (rural).

    Having said all that, soldiers do use them, for a variety of combat purposes, and they should be useable in ToW.

    And the solution, to me, seems pretty obvious (and has been touched upon earlier in this thread).

    Can we see inside the tanks in this game? Would we expect to? So why do we expect to be able to see inside the houses? If we imagine our real self to be a commanding officer, looking down upon the battlefield from a very high hill, why would we expect to see semi-transparent houses and flashy camera-angles?

    Indeed. So make the buildings like tanks (immoblle ones of course). No transparency, no 'special privilages', just another crewable object (and clickable like one). If the enemy rush one, and get inside, the fighting inside is invisible. And so on. If all the kerfuffle is about "presentation" and suchlike, do away with it. Have an occupied house get a little neon dot on it's roof, it doesn't need to be transparent anymore than a tank needs to be so.

    That's the building issue solved in my opinion. Multi-floored? Let the AI deal with soldier placement by floor/window etc, I don't figure that would be particularly hard.

    Exactly, just like the way any RTS handles it, like RA2, where you just see some guns sticking out the windows and some sandbags, or this new game Company of Heroes, where if you click soldiers into buildings you will see them enter using the door and then appear at the windows.

    Infantry can just 'mount' the buildings + maybe a button to select the side(s) they should try to defend/look out of.

  6. I was looking at russian site, and it listed all the guns for germany, but i was missing one... the dreaded 88, the Pak 43 88m is listed, but not the 88 AA gun which was often used in a AT role, it would be such a shame if this icon wasn't in the game

  7. Originally posted by TuuSaR:

    Having mortar units would un-balance every single mission that they would have design and test all over again! Its impossible to have them in initial release as far I guess.(apart from maybe multiplay)

    i'm no developer, but i've read once that mission-balancing is usually one of the last things done on a game, because you can only do it properly when all units and physics and AI have been worked out. So I hope it's not to late for them to take a look at it.
  8. Originally posted by Moon:

    No mortars. They have been in the earlier builds but have been removed. All arty including mortars is now simulated as being off-map for the time being.

    Martin

    Ok, but will arty fire in salvo's? Like for example 6 salvo's of 10 shells, or will you be able to fire it's ammo, let's say 60 rounds?

    Any why did you remove the mortars? Even CC had 120mm mortars ;)

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