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Childress

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Posts posted by Childress

  1. In CM, infantry are severely undermodelled which I think may lead to some of the true boredom - were some of these capabilities in the game there would be far more to do than just advance, shoot and duck, which is basically what it is now. I've posted at length on the inability to engage
    Agree, except that the animations are far more refined now. Unfortunately for BFC most of the other enhancements are running under the hood. We notice the omissions and the pervading feeling of sterility made more oppressive by the monotonous environment. As of right now, CMSF reminds me of a Bauhaus interior.
  2. As far as I can determine the only difference between the Fast and Quick movement commands is that units using Fast tire vastly sooner. Out of curiosity, I set two platoons on a race across a wide map. The Fast dudes went rapidly from Tiring to Tired, finally defaulting to the yellow Quick line. The Quick unit never tired at all. They arrived at the finish line at the same time. Is there an Exhausted state? Mystery....

  3. Originally posted by GSX:

    Hm, its very unlikely that he is a FAC or JTAC as he hasnt done the training. Its not a job they usually give to young Lts. More likely hes just been living in Observation posts and stuff.

    McCain's son whereabouts in Iraq and combat role or non-role will not be revealed to the press. Sensibly enough, I think.
  4. Originally posted by bodkin:

    Maybe Battlefront could include a feature like Madminutegames where the trees become transparent in a small radius around known troop locations.

    It's puzzling that Battlefront didn't include diaphanous trees in SF. They've been around since the Microsoft Empire games and would hugely facilitate maneuvering. Of course, rendering them properly may present more programming challenges than we realize.
  5. Slightly O/T: I was playing the devilish user made scenario The Curve when the combination of smoke and dust in the middle of the map essentially took me out of the battle as a commander for several turns. What was curious were the plumes of dust raised by the Strykers advancing over DAMP ground. IIRC, BFC disabled this effect in wet conditions when it was introduced in CMAK. Could be mistaken, tho....

  6. CMx1 streets were not only empty of abandoned vehicles, but they were limited to 2 stories, could only be positioned one direction, had no concept of doors and windows, there was absolutely no variation in shape, roofs weren't usable, etc. etc. So when you say you want more "chrome", you appear to be overlooking the hundreds of improvements that are in CMx1 and instead focusing on perceived shortcomings.

    Steve

    We know that, Steve. Their absence in CMSF is simply more noticeable (for me) because much of the action seems more urban in nature than before. And we're accustomed to the usual video feeds from TV and Youtube. Just want the game to be perfect. smile.gif
  7. CMx1 streets were not only empty of abandoned vehicles, but they were limited to 2 stories, could only be positioned one direction, had no concept of doors and windows, there was absolutely no variation in shape, roofs weren't usable, etc. etc. So when you say you want more "chrome", you appear to be overlooking the hundreds of improvements that are in CMx1 and instead focusing on perceived shortcomings.

    Steve

  8. Perhaps the realistically spare, monotonous terrain accentuates the 'unfinished' feeling. Of course, including all the AWOL stuff will pose an added graphics load. And Battlefront is, basically, a 2 man development team. They've come a long way since 1.0. Still....

    Good points on aircraft affects, YankeeDog.

  9. Well, IIRC, CMBB and CMAK had seek Hull Down commands. Additionally, the terrain in CMSF lends itself less easily to visible HD positions. Of course, this may be in the nature of desert which can be very subtle in elevation variations. But ur right on the targeting info- it's in the game.

    Maybe I'm spoiled by the detailing in the successive versions of CM1, nevertheless, I still maintain that the game needs more 'stuff'- for chrome and for realism. The streets are empty of of abandoned vehicles. And plane shadows and sound effects would add some atmosphere. Also, when was there ever a conflict between and a 1st world power and a Middle Eastern country that didn't feature a lot of surrendering?

    [ February 25, 2008, 02:10 PM: Message edited by: Childress ]

  10. Originally posted by M1A1TankCommander:

    I would love to see the gradual destruction of a building model, instead of just a collapse into rubble

    Or on map mortar teams? Or visibly routing troops? Surrenders? Hull down feedback? Casualty tallies? I realize that borg spotting is history and that there are a lot of cool new algorithms humming under the hood but CMSF still seems so, uh, unfurnished. Maybe the missing stuff will show up eventually.
  11. Very probably. It would be better if the soldiers could react when they spot their colleagues being hit not only the firing enemy. Or if they can hear shots fired close (i.e. the first guy turns the corner, there is a burst of gunfire or explosion, the second guy stays put).

    Zwolo

    Yeah, I'd go for that. The truly creepy part of my test was that the men were picked off one by one yet kept crawling forward gurgling "Brains, BRAINS!".
  12. Originally posted by Darkmath:

    the whole 10 men squad under a german AA gunfire would continue crawling to the waypoint (aka crawl of death), or just staying at the middle of street until "broken" status is reached then flee and get slaughtered.

    Problem is, units in CMSF don't seem to arrive at that "broken" status, a condition my squads should certainly have entered 15 seconds into the turn. There may be a programming challenge here; how do you scatter a 1:1 represented squad and still preserve its structural unity as a playing piece in the game?
  13. Originally posted by Adam1:

    BMP-2 opens fire at 13 men on highway at 40m... any result that has them all dead within 10 seconds or so is fine. redface.gif

    Not sure I agree. If it were a question of sweeping machine gun fire, maybe. They just kept snaking forward in a line, consuming about 45 seconds of time. (Sorry, forgot how to post a screenshot- been a while)
  14. I did a hotseat test (1.07, file available) to verify if units had absolutely no sense of self-preservation or this was a figment of my imagination. I concealed a Syrian BMP-2 angled behind a building as two US squads, 13 men, approached on the highway. The vehicle opened fire at ~40 meters, killing a grunt. The US troops kept crawling forward methodically until the last man was a glowing red dot on the road. The whole thing seemed zombie-like. The TacAI needs to acquire Bug Out skills, imo.

  15. Originally posted by Other Means:

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

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

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

    I see that the crossing contiguous buildings bug is still festering:

    //www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic;f=52;t=003468;p=1#000000

    While a great deal of work was done on the interior door and movement orders, I don't believe the roof top jump was addressed with this patch...I'm making a note of this for my 107 wish list. It may be more difficult to do without creating a situation where troops can be ordered (inadvertently) to jump off roofs. </font>
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