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Flanker15

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Posts posted by Flanker15

  1. An example of the layers, using a PzIVH would be:

    <?>: Possible Location of an Enemy Unit

    <?+Tank Icon>: Possible location of Enemy Tracked Unit

    <Tank Icon>: Enemy Tank Location

    <PzIV> : PzIV Location

    <PzIVH>: Specific model identified as PzIVH

    <PzIVH, Platoon HQ>: Self explanatory, but specific platoon unknown (tank number gives that information, so perhaps include it)

    Next would be status information, ie, if the the barrel is bent, then the allied player would know that the main gun is inop, or maybe they would know if it's immobilized.

    This may be too much.

    Thoughts?

    Ken

    CMx1 games had this or something very close to it I'm pretty sure. As well as misident.

  2. Works in BO too, the temperature, type and dampness effect the chance of a tile catching fire so if you have optimal conditions your machine guns can set fire to things just with their tracers. Once a tiles on fire it "rolls to ignite" everything around it so it will spread through highly flammable stuff quite quickly forcing units out.

    I think in at least AK wind effected how fast and what direction the fire spread too.

  3. This might be a touchy subject for BFC because I've seen how much the priorities are set to work on superficial parts of games last but I just wanted to ask.

    Is there going to be a bump up in the special effects for CM:N?

    Every main game in the CMx1 series had an increase in effects quality from the previous and as it stands now the explosions and fire in CM:BB/CM:AK do look better than the ones in Shockforce.

    The smoke and dust is great, nice billowing volumetric looking clouds but the explosions leave a lot to be desired the same 2D low res animation sprite for everything and the fire is in the same bag. No bits of metal and dirt fling around, no volume and no variation make them boring to look at.

    Fire graphics would be a good thing to update when flamethrowers are added aswell.

  4. I was more interested in setting the ground on fire which I used a lot in CMx1 e.g. got a bunker problem? Fire at the forest it's in until it catches fire and watch as the crew run off.

    Enemy in the weat field? a few bursts of tracer fire will take care of them (and the crop for that year). Of course it only works in hot/dry climate but I did use it quite a bit.

    Good to hear it's coming back some time.

  5. I think it would be nice to get some new animations/effects that have to with vehicles, not just new soldier animations. For example when a moving truck gets hit and becomes immobilized or destroyed, there could be some variety in how it stops. Some could move a bit longer and then stop. Or some might continue driving straight ahead, some might turn to left or right.

    That wouldn't need animation fortunatly just some scripting, CMx1 had it as I recall.

    3d animation's a pain as I found way back when I was messing around with modling, lots of devs are just going straight to renting a MOCAP now probably a bit pricy for BFC though.

  6. I respectfully beg to differ. A fair chunk of the CM fanbase wants more "realistic" gore/dismemberment/agony/crispy critters, as well as killable civilians/POWs. The rest are just fine with what's in there now. Steve, obviously, has declared himself firmly in the second camp (as am I).

    No gore, no more violence just people falling over in a few more different ways/directions so they don't look like syncronised dancers.

    (Funny feeling I've had this conversation before :P)

    More flavour animations in general add allot to the atmosphere but ofcourse all these animations take time and would be left untill after everything else is done.

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