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Posts posted by Kineas
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Quite the opposite. I remember reading the diary of a Hungarian field doctor (medic), who was quite shocked when met and spoke with Russian civilians. Wearing a long beard and poor clothes, yet they were very literate, and he barely could keep up in the debates with them. The so called western cultural advantage was a lie. I guess they could pick up decent men to crew the tanks.Originally posted by Sigrun:Regarding the veracity of Otto Carius' recollections, I take them largely at face value for the same generical reason I discount most Soviet accounts as blatant lies...the average German officer was educated, honourable and truthful whilst the average Soviet officer was little better than an animal.
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I value the physical and military realism and variety (lots of stuff and missions) the most. Compared to the "average wargamer" I value historical accuracy and story based gameplay less. That's just me, recommending the 2nd option.
I think this would still allow you to create "high fidelity" campaigns in Syria or in other ME theater, while giving the scenario designers and players more toys to play with. And you could attract (hopefully) more new players with nicely painted T90s on the DVD cover
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A fully moddable, realistic wego engine is also my dream. Apart from the forementioned problems there is also a danger of splitting the (not too big) community between the mods. But I hope sooner or later it will come true. I definitely want a WWII Germany vs Space Lobsters meeting scenario
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Agreed. For me the CM series is the most realistic military game on the market (FPS included). This means it positioned itself in a niche market. Hopefully this market is strong enough not to disappear.Originally posted by Battlefront.com:The catch is that we couldn't make both a broad game and a deep game. It had to be one or the other. So we chose highly detailed and deep instead of mediocre detail and broad. We feel we made the right choice and we think you'll agree.
Hint: for 'my game' I'd be willing to pay tenfold price. Maybe others as well. I guess you can max out the income with an appropriate pricing.
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I can't imagine what animation can be missing for a BMP-3. Rocket smoke trails?
I'd be surprised if this would be a reason for dropping a feature in CMx2. Just think about the airplanes in CMx1.
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Yes! That was the article, thanks, I wasn't able to find it again. So we can expect (well, in tehory) a lot of new titles coming in this genre.Originally posted by flamingknives:You might want to read the threads linked to in the "Consolidated CM:SF Topics of Note" at the top of the page. Covers this sort of thing.
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Great! So we can have our scenarios, especially in blue vs blue, red vs red setups.Originally posted by Battlefront.com:Kineas, the engine can handle it no problem. It's just that we aren't sticking in T-80s and T-90s to make it unrealistically more interesting. So you'll see the same sort of "Turkey Shoot" matchups between Abrams and aged Soviet stuff that was seen in both wars against Iraq.
Speaking of the 'modules', I suppose each will cover a different era and countries, using the same engine. How often do you plan to release modules? Will there be fictional modules too? Somewhere - maybe in an interview? - I read you might release a 'space lobsters' version
I think this engine/genre could host a lot more games, at least I wouldn't mind...
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Uh-oh.
I'm with aleader on this. I'd like big scale operations with combined arms, hordes of T72s and BMPS against Abrams and Bradleys. (Does it make me a wargame noob?) It won't be a turkey shoot if the Abrams run out of ammo...
Even if the built in scenarios will be about urban fighting I hope we get a chance to build missions like that. (Meaning: the engine can handle that kind of combat).
For this purpose we could also use some whatif units. BattleMechs aren't needed
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The HUD is awesome, feeds enough info into our overcomplicated brains
May I suggest displaying numerical values also, especially for the ammo count. A tooltip would do. It's easier to refer to/compare them.
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Hi,Originally posted by Sgt_Kelly:Even worse, the beaten zone of small arms fire (particularly MGs) wraps around over the top of a hill, so you need to be about 20m back from the very top to be absolutely safe.
I'm wondering if this is because of bullet trajectories. From a long distance small arms fire has a rather high flight path, maybe this is included in the game model?
Soviet gun and ammo
in Combat Mission: Barbarossa to Berlin
Posted
Back to the topic: if we argue strictly about modeling issues in CM, reading battle reports is hardly useful. Aside from the exagerrations, what you compare this way is the weapon systems _and_ the combat methods employed. The final results has very little to do with the actual tank vs tank capabilities.
If Stalin had given 30+ turns for the Soviets to take cities I guess the casualty statistics would have been fundamentally different.
IMO penetration tables, and single, verified cases should be examined. Nobody will know what was the reality back then, but probably it can be approximated (a little) better.