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Vinnart

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Posts posted by Vinnart

  1. I think Erwin's suggestion is better than the colored text idea, and sounds more feasible, but it sounds like something BF would have to do as it probably cannot be done in a mod. Plenty of times I have had a casualty, and did not notice it right away. The colored weapon icon would be much more noticable. When the casualty is removed from the map the red weapon icon would disappear as is now, or perhaps remain in a “ghosted” look, but moved to the bottom of the team column to keep track of who has been lost in the squad.

    Along with better casualty reporting to the player at a glance I would like to see another feature from CMx1 be added which is the location indicator. I find knowing which floor a squad is in at a glance a bit more challenging depending on camera view. Many times I must change camera views, and zoom in to find out especially when multiple squads are in a large multistory building. This is also true for passenger status without zooming in. From a far it is hard to tell from the icons if a squad is a passenger, or dismounted right next to the vehicle.

    Both of these enhancement ideas give the player important information at a GLANCE, and improve the players situational awareness, and I hope BF considers these enhancements.

    Normal dude which file would one unpack to access the type file? In the meantime I am going to add an explanation point “Casualty !” to the word to see if visually that helps it stand out, and be more noticeable. Thank you.

    loacationcasualty.jpg

  2. If the type on the side cannot be color coded, then perhaps the green text can be manipulated? Changing the green word "Casualty" to bold type would make it stand out more. Even having a space with an exlamation point after the word may be enough to distinguish from a distance "Casualty ! ". If the file is a type file, and accessable shouldn't that be possible?

  3. I think Erwin's idea is the best for keeping track of casualties. While soldier is casualty, and still on the map the weapon icon should go red. Once the soldier vanishes from the map maybe the red weapon icon could remain, but go faded/dulled as to keep a tally of who is gone from that squad. This also sounds like something that could not be modded, but would have to be implemented by BF. I will make a mock thumbnail graphic also showing another situational awarness aid I believe would help which is showing what floor a squad is on ala Cmx1. I think these are are good, practical ideas for getting more important info to the player at a GLANCE.

    Nice Lazyboy, but here is my set up when I want to play. I slide the chair over, and slip on a mouse tray for the arm that I made which really makes it work out the way it needs to. Smooth surface to slide mouse, with a slight raise lip so it does not slide off on to the floor. The Nostromo speedpad is the finishing touch for efficient, and comfortable control.

    cockpit016.jpg

  4. From what I see the only way a unit is considered under command influence is by the unit showing up under its UNITS. An "Assign", or "Attach" (something along those lines) admin command would transfer a sqaud , or team from one HQ to another so when that HQ is double clicked the newly added sqaud/team is selected also. The new added unit would keep it's original designation name such as 1st sqaud/1st platoon/A Co. now "attached" to A Co. HQ. In this way a player can be more flexable in assigning teams to certain platoons ect.. like in Cmx1 only more complex now. Not sure what challenges this poses to the developers to add this, but I see it very usuafull just as this flexabilty was in Cmx1.

  5. I would like to make a colored text mod like in the pic where the word "Casualty" comes up in red instead or green. I rigged up a Lazyboy for PC gaming, and am sitting back too far to read the type. This will help in that I will not have to read, but will still know how many casualties easily from further away. If anyone knows if this is possible, and which file I would have to access to do this I would appreciate it.

    coloredtext.jpg

  6. In thinking how the C2 is set up now in Cmx2 perhaps a new admin command called “Assign”, which transfers a squad, or team to a Btln/Co./XO HQ would allow for a more flexible direct C2 in how the game is now compared to Cmx1. IMO I think this adds more realism, and gives the player more use for HQ’s. For example it would not make sense in reality if a squad was out of C2 with it’s platoon HQ, or if it’s HQ is dead, but standing right next to the Co. HQ, and not have the Company Commander not being able to ‘command” that squad. A player would select this “Assign” admin command and click on the HQ unit adding that squad/team as one of the units showing in command. This would allow more of an adhoc ability for flexible direct C2 especially in a WW2 type C2 vs. the high tec CMSF C2. What do you think?

  7. In Cmx1 if a squad, or team was out of command radius of its own HQ, but within the command radius of a higher HQ like the Company HQ the squad would then fall under command of the Company HQ. Is this the case in CMBM? I liked this feature in Cmx1 as it allowed a more flexable command structure, and would find this more realistic. In Cmx1 any HQ could command teams, guns that were within their C2. Where is CMBN in regards to this? Can the developers shed some light as to how they would advice players to use these higher HQ units in the game?

  8. I have been playing the game for over 2 years., and totally get how to use platoon HQ’s, and understand maintaining good C2 with it’s squads. I am curious as to how some of you are using Battalion/Company HQ’s, and XO’s in the game? I really have found no real use for these units beyond an extra set of eyes for spotting for arty, I usally put these HQ's on the best perch to see most of batttlefield, and leave them there, and use XO's as follow up medic teams. Any tips? l

    In Cmx1 if a squad was out of command radius of its own HQ, but within the command radius of the Company HQ the squad would then be in command by the Company HQ. Is this the case in CMSF? Game example: I had a small objective to get way off on a flank, and expected little contact. I dispatch a squad from 1st platoon, and the Company XO to capture it. Will the squad benefit, or be in command of the XO since it is right next to it, and out of C2 with it’s own HQ?

    I am curious if the CMx1 feature I described will be in CMBN where a squad, or team could fall under command of Company HQ, so I will ask this part of my question again in CMBN forum. I liked this feature in CMx1 as it allowed a more flexible force set up, and made good use of Company HQ’ as extra HQs.

  9. A salute to this great leader, and role model to strive to be like. R.I.P. Funny I never met the man in person, but feel I "know" him in a sense from seeing Band of Brothers countless times as well as reading the books, so this news is sad to hear. It is hard to believe that in the not too distant future we will no longer have any of these great heroes from that truly “greatest generation”. I highly recommend reading his “Beyond Band of Brothers” personal memoir as it gives greater insight to his character, and leadership code he followed. Some of the other Easy Co. men have written their personal accounts of the story too. Babe Heferon, and Bill Garniure wrote a book together, and Don Malarkey has a book. All were good reads, and are recommended.

  10. This kind of post down right annoys me since they are so RUDE! No constructive critism in any intelligent format, just rude, and inmature comments with no regard to the hard work that goes into making a game. Like something or, not put yourself in the position of someone who has made something, and someone said that to you. How would you feel?

  11. I do know the difference between meeting engagements in real life as opposed to how a game must be set up to play like a fun game. What I do enjoy so much about military games especially CM is that you can apply the principles of The Art of War, and real life military experience can be adapted to improve your game no matter the strategy game. I prefer meeting engagements for my MP play because I find them to be the most even terms, and more dynamic battles as opposed to attack/defend even though they are the gameiest. There are no meeting engagements in real life where the goal is to grab a flag in the middle of the map, but they are fun to play. I find the similarities to a CM meeting engagement are so similar to chess in that it can be broken down to 3 stages. The OPENING deploy: The initial deployment plan to dominate the middle where most flags are. In my case I prefer to be bold with speed over caution for my opening. This is riskier, and I do lose units on the way in from time to time depending on terrain. The MID game: The flow of the battle where control usually tips in one players favor. The END game: Holding on to the flags to win. CM meeting engagements are so much more complex than chess making it for such a fun game for us strategy lovers. Long live CM! One of the greatest, fun games ever created!

  12. I don't think my tactics were gamey at all according to the mission, which in this case was a MP meeting engagement. I used principles of the Art of War such as foreknowledge of the type of battle it would be, and the direction the enemy would be coming from along with speed to grab key ground (not necessarily speed to a flag at first) to form a battle plan according to CMx1 game play allowances. Many time’s I would use transports to move HMG’s, AT Inf, & HQ’s during the game according to the flow of the battle if terrain allowed. Like Steve said, since no one can transport it is an even playing field so it’s not the biggest deal for a first installment. Just have to adapt &”Be Like Water” Bruce Lee. The lack of the feature will not prevent me from getting the game, but like all I look forward to it’s inclusion, along with flamethrowers, & other cool features in future expansions. I miss playing MP PBEM ww2. It was like a cliffhanger episode every day to escape to for a little while to enjoy. At any rate the game looks great, and can’t wait to play it!

  13. From a MP meeting engagment game stand point,which I used to play much of in Cmx1, it was always a crucial part in my opening to grab key ground first. This was the best way to get slow moving heavy machineguns in place. I found agressive speed to be a key tactic in my victories especially when playing as USA vs. Germany."Who ever get's there firstist with the mostest usually wins the flags". Looking forward to its eventual inclusion.

  14. Other than the command controls, some camera controls need to be easily accessible via the left hand. The most sensible place would be the F1 – F3 keys changing from the present enter, insert, and delete keys.

    It is my inclination that more people game using the mouse + keyboard vs keyboard for both camera, and hotkey control. If this is the case, then this entire design is more ergonomic to the natural way people control games, and perhaps more sensible for default controls. The few minority that control the camera via the number pad can always have that as secondary hotkey controls.

  15. Sneaksie, Thanks again for your answers. I am very surprised to hear there is no cap anymore due to performance issues when too many units at one time. I would have expected battalion size at most per player 4v4, which is more than enough units to satisfy, and manage IMO. Actually battalion size per player would probably be too crowded on a 2k x 2k map. Larger maps would more than likely be needed for units of those sizes. Like you said it all comes down to performance. It all boils down to current technologies to deal with the specs of the game on a grander magnitude. TOW is probably just a little ahead of its time in seeing its fullest potential of MP on a larger scale. I am not a kid who feels he must have thousands of units, and see thousands of corpses to make it a fun RTS to play, but on the other hand the couple of squads, and few tanks as a total starting force I have experienced so far against the AI Multiplayer Africa isn’t too much too get excited about either. That is why I was curious on the numbers allowed. I would much rather play a more realistic game like TOW over a more childish game with thousands of units. Personally I prefer to command a battalion, or company size force like in the Combat Mission MP games. Not too much, but not too little either.

    Understood about the MP finder in the game, and glad I asked otherwise I would have never known about Hamachi, or Theatre of War Steam group, and how to find MP games. Perhaps something sticky may be in order about how to find MP games as I am sure there are others with this inquiry.

    Having a network outside of a game can be more successful than in game. This was the case with the Sudden Strike series, which was a certain predecessor to TOW series that I competed in. Sudden Strike 1&2 had great success using Gamespy as it’s main MP network that was outside of the game. When Sudden Strike3 came out they did away with Gamespy, and tried using an in game MP finder that never seemed to work good, and had lousy MP support network. Needless to say the once very successful Sudden Strike series no longer even has a website since it had its longevity entirely on its MP aspect.

  16. Based on this design model of an ATTACH/DETACH command I can imagine the selecting of units in this flexible system working kind of like this. Some of which is in game already.

    Single left click individual unit: Select INDIVIDUAL.

    Box drag selects: Selects ALL in box

    Double left click leader: Selects leader, and all attached to him; his SQUAD

    Double Ctrl key + Alt key + double click leader: Selects FORMATION. I.E. Double clicking on a platoon leader this way will select the HQ platoon section/squad + the entire PLATOON. Double left clicking this way on company commander selects entire COMPANY.

    Ctrl key + unit type + double L click: Select all of unit class in screen.

    One could also make groups via the number keys as always, and select units that way.

    This system would allow both individual, and formation selection with many variations. It merges the best of both TOW, and CMSF selection systems.

  17. One nice improvment from Africa to Kursk is the new ease to change names of all units by just clicking on name bar. This was pointed out to me by Tatari in another post. Upon playing around more with the demo I found that this is not just limited to indivuduals, but one can name tanks, guns, and even formations. Give sqaud names, or #'s as you wish to keep things better organized. Nice, easy, and flexible system 1c! Been having fun with it, but it is also very practicle for easy recognition. I pick a theme for each sqaud, and group names accordigly. Stuff like Band of Brother's squad (Winters, Speers ect..), The Kelly's Heroes squad (Oddball, Crapgame ect..), the Sopranos squad (Tony, Paulie, Bigpussy ect..). I like this improvement over Africa a lot. Great fun, and useful in a practicle way! Keep up the good work!

  18. Thanks for the reply Sneaksie. 250 explains the small amount of units per player in say a 4v4 that I have seen in multiplayer against AI in Africa. The biggest problem with my lag for Africa is because I must play at 1/2 speed to run smoothly due to my PC lowest specs. MP currently has no way for host to adjust the game speed. Perhaps that is something to consider for future builds of the game for slower machines. Personally I prefer a slower speed anyways for MP. I believe many other 40+ players prefer a little slower pace too. I still may try it though just to see what happens. At the moment I am still going through single player campaigns. Once done with SP I will feel trained enough to compete MP. Glad to hear there is perhaps a new MP mode in Kursk that is not in Africa where one can get reinforcements during MP games. This is a step in an improvement direction for better MP play.

    Even if my current PC specs don’t allow for MP at the moment I will say that TOW2 has a strong enough single player aspect to make it worth getting for that alone. SP is where one can have the time to have bit more fun with the RPG, FPS aspects of the game. A few more questions if you do not mind.

    6. You said 250 for Africa. What is it for Kursk? More? Less? What is the expectation for Korea in regard to this if you know? Any plans for company, or even battalion size forces per player in 4v4 as PC specs progress?

    7. Why are people using outside sources to find games, when the game appears to have a MP game locator built in?

  19. Hi All, All I know of the MP game is from just playing against, and with the AI in Africa. Even then I lag, so I do not want to frustrate people in trying to join a game for real. I have a few questions about this aspect if anyone can please answer. I do not own Kursk at present.

    1. What is the maximum amount of units does MP allow on the map at one time?

    2. Are there ever games where you get, or can order reinforcements for flag captures?

    3. What is the biggest map size capable?

    4. How is current MP support? Is it easy to find MP games?

    5. Rate your lag when playing online.

    Please answer in terms of a medium within spec machine running the game. Thanks.

  20. @Liquidcactus, We probably were on the same side, or against each other back in the day for some games as I was active on the multiplayer circuit. My call sign was "Vinman". Yes, it was a lot of fun, and a big community. It amazes me how I learned how to control all that chaos with its scale, and so many units. It is a shame that the technology, and PC specs for TOW2 weren't around back then as I am sure this game would have grabbed much of that market. There is much to be learned from Sudden Strike series in relation to TOW series I feel. Mainly in regard to some of its better command and control in some aspects. I didn’t think Sudden Strike 3’s was all that bad, but not what I expected in that it didn’t utilize it’s switch to 3d to its full potential. The LOS, and terrain still had a 2d feel. I saw so much potential in the SS3 engine from what I had experience in Combat Missions that I ended up writing a thread containing a fictitious manual for a version of the game I would make if I could buy their engine. Ironically some of those concepts are in TOW2. Some of the concepts such as this AFO concept I am presenting are not, but I hope the developers at least see these post, and perhaps consider them. I base my concepts from my experience from the best features of games I have played, and what has been proven to work.

    The artillery in Sudden Strike was done ridiculously gamey in rate of fire, and accuracy. This was an aspect that became way too dominant, and a bit annoying in it’s overly simplistic approach. TOW’s arty although more realistic, feels more like SS arty as a opposed to a more Combat Mission feel in sophistication. I think moving toward something like I am describing is a step in the right the direction.

    Ultimately what killed the Sudden Strike series was the third installments switch to a system for MP support that didn’t work well. I could never find any games. That is one reason why 1&2 did so well. Gamespy worked better for networking. Now there are some leads for you Battlefront. Gamespy has lists of all the people who played Sudden Strike. Perhaps get email addresses, and email those former players about TOW2. Those players would dig TOW2, and may not even know about battlefront.

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