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stone75

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Everything posted by stone75

  1. Hi, Looks like 17 shots of Germans v Brits in normandy. Some nice shots of the 251 up close. Steve SI
  2. Quote" And what do you do once a guy on your crew loses his nerve? Or one of them is killed, or a new crew comes along and has no one experienced to show them how to get the job done? I suspect scaffolding is a little bit unlike blowing people's heads off for a living..." Sorry, maybe i wrote it wrong, my point about scafolding was to show how men who stick together through time work better together and thus regular swapping of crews should take an xp hit. Sorry if i sounded like i was comparing my job to war, not my intention. Losing ones nerve and head blown off, both to me casualties and like i put in my post, replacements in this situation are inevitable. Experienced guys needed to show new guys the ropes...i agree, thats why a battered division would often send experienced crews back to the training divisions for refiting of the division. These men would then help bring rookies up to scratch and often form crews with them. This way you have a crew that have trained together for a few months ready to fight. I just dont feel this is in the scale of the game. Steve
  3. I agree with RMC, it is gamey. Crews worked together and became familiar with one another almost knowing what the others are thinking through living in the same steel box for many months. Take my job as a scafolder for example, we work mainly in 2's and 3's, usually in a gang for 2-3 years. Its like the other guy knows you so well you almost predict what hes going to do next and thus the job runs smooth and fast and you make plenty of money. Shove another guy in the gang experienced or not and you start getting in each others way even though we all get the same basic training. Therfore i think if you start splitting crews to make uber crews, you should lose xp or just not allow it. Granted casualty replacement and the combining of crews would happen to make a full crew but i doubt micro managing each tanker. Also you have the consideration of morale impact on the crew, who know they just lost a good commander for the guy who keeps screwing up, they rely on each other with their lives. "take your best snipers, put them here, take some hardy souls, place them there, and get your fastest guys to create a diversion". Your talking about different fighting elements. Grouping snipers fine, a situation may arrise for the need for multiple sniper cover from many squads. Grouping fast men again its for the situation at hand. However, a tank crew and tank is a single entity, group fast tanks yes, group tanks with long accurate fire yes but not the crews. Steve [ August 18, 2006, 02:19 PM: Message edited by: stone75 ]
  4. Hey all, Maybe what could be implemented is a 30 second rewind like in driving sims. Something spectacular happens, you hit "r" and it replays the last 30 secs where you can view the action from where you like. When your finished, the game is sat waiting in pause for you to resume. The one thing about the IL-2 playback was watching it through to get to the action which could be a long recording. Left me not using it much except for disasterous takeoffs in fully laden Sturmoviks. Or maybe i was using it wrong Steve.. P.S. I beleive no such feature will make the first release anyway from what ive read on the forums but one can only hope with such tallented game designers
  5. Thanks, That about explains what i needed to know. Sounds like this game will really hit the mark. Deffinately looking forward to a long german campaign. Scenario building is also a big part for me with plenty of reference material to make historic campaigns. If editors are not in the first release, maybe by the time ive had my fill of the scenarios on offer, an addon will be on its way Looking forward to both a demo and release, hopefully before christmas when time off work is avaliable.. Thanks again, Steve..
  6. Hi all, Was looking at the games features and was wondering how the campaigns work. The feature page says, "5 Historical Campaigns, each with unique units and equipment – US, UK, Soviet, German, French and Polish" So does this mean we get a campaign for each country here or can we fight each of the five from either side ? I ask this as there are 6 countries listed for only 5 campaigns unless US/UK fight the same campaign. Also i assume the campaigns are linear as i have read that each mission is dynamically scripted (ie scripted to play with random chances of reinforcements etc but generally the same setup) How will this effect the longevity of a campaign ? quote" Over 40 historically accurate campaign missions based on real WWII battles" Divide this by 5 campaigns and you get 8 missions per country. Will the player be able to create a longer campaigns or will this be the domain of addons ? I hope my experienced troops dont run out of fights before they get half a chance. I think what made the Close combat III so appealing to me was the fighting through the war with a core unit. The rolling back and forth over maps was good too. I hope you dont see any of this post as a moan, im merely stunned by the visuals and scale of the battles, i only hope the campaigns follows suite. Thanks, Steve..
  7. Im impressed with the range !! Max range 553m and thats only about a 3rd of that map if you look at the mini map and his fire arc, which would make that map 1500m + Sweet.. Steve..
  8. Thanks for the response Moon. I can understand the leaving out of such combat methods in the scale of this games battle area. I do wonder though how it will effect early war scenarios. With the german 37mm being the main medium tank armement of the day and french tanks having reasonably thick frontal armour. I only hope it does not take away the advantage german tankers had with good coms. I thought CM.BB did a good job of recreating this german advantage. Thanks again....Steve.
  9. Hi, Im sorry if this is already covered, my first post and not quite read everything yet. I was wondering how the game handles some french tanks for example. Due to no radios and often flag signals, a plan was usually pre formulated and difficult to change once the tanks rolled often ending with the tanks in their end positions waiting for a new signal as to what to do next. This allowed german gunners to flank and get on the weaker sides of the french where the humble 37mm could even penetrate and thus take out the less technically advanced foe. As this applied to many early war tanks the germans faced it obviously would make a difference in ToW Engagement. Is it moddeled at all or even substituted by order delays like CM ? Again im sorry if this has already been covered and am really looking forward to your demo. Thanks, Steve..
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