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noxnoctum

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Posts posted by noxnoctum

  1. Yep it's super useful. One of the biggest advantages of the CMx2 UI over CMx1's is the ability to add pauses and fire commands from waypoints.

    For what you want sounds like you need a string of Hunt commands with 10-15 second pause intervals to give them time to see an enemy and so ignore further movement orders.

    You need to make sure you're clicking on the white triangles that signify each waypoint before adding time to the "pause clock". Or you can click on the waypoint bars in between triangles. Either works. Notice how you can highlight different times parts of a series of waypoints by clicking on them. Highlight the desired one > add pause.

    If you do it only by clicking on the unit itself without clicking on the waypoint you want to add pause time or a fire order to, you're just adding delay before the unit starts moving at all. (i.e. pause just like in CMx1).

  2. Steam is amazing and has great deals all the time. I like having most of my games in one place where I can download them over and over.

    Their sales are also ludicrous. Many brand new games going for 50% off and more. Games that are a few months old will often go on 66% or 75% off sales. Really there's no reason to ever buy a game at launch ;).

    Gamersgate also have great sales.

    Steam is also pretty much the only reason PC gaming is experiencing a massive resurgence, because they allow indie games to have an enormous customer base looking at their games (Steam recently topped 5 million concurrent users), and because games sell long after they have been released, pretty much perpetually. For example, the X-com series was on the top 10 sellers for several days recently, and that game is two decades old. That sort of thing appeals a lot obviously to publishers, so PC gaming is doing better than ever these days despite it looking for a while like console gaming was going to kill it off for good.

    Valve in general has much more customer-friendly policies than the other gaming giants (EA, Activision, Ubisoft...)

    EDIT: If you don't have always on or close to always on internet though I imagine Steam could be a hindrance rather than a help.

  3. I think a broad conflict highly unlikely for all of the above reasons. Iran doesn't want to end up like Iraq, and the west can't afford to be even more bankrupt. We really could be at the tipping point of the collapse of the west with all the economic tidal waves swooshing around from coast to cost etc. <That was a sp error but I'll leave it.>

    Many years ago I read that one of Osama's or Al Q's strategies was to draw the west into an non-winnable war that would bankrupt us and bring about the demise of the western hegemony. We've made a huge error in depicting these people as stone age tribesmen with stone age thinking.

    Ya and we're falling right into it. Pretty depressing :(.

  4. CM1 was simple compared to CM2. My standard turnaround times for tcp-ip in CMBO were approx:

    300 points - 5 minutes (per turn)

    600 points - 10 minutes

    1000 points - 15 minutes

    1500 points - 20 minutes

    Set-ups for any of the above took much longer.

    Above 1500 points tcp became impractical.

    Now, I very seldom play CM1 games under Battalion size with a company or two of AFV's/APC's. PBEM is the only practical way to play the large-huge scenarios than many of us prefer.

    Re CM2 vs the AI, I find my typical CM2 turn on an average-sized scenario (1-2 Companies + support) is anything from 30 mins to 60+ mins.

    And typical set-up times for an average sized scenario is anything from 1 to 2 hours.

    I play almost only Campaigns (scenarios only when I run out of campaigns) as I believe the purest, most "realistic" way to play any CM2 game is to win with minimum friendly casualties and economy of ammo expenditure. I love the logistical challenges of having to win while surviving to fight another day.

    My conclusion is that I suspect we're talking about a completely different style of play and seriousness of play approach. To me, CM2 is very largely about learning the art of being very patient, and minimising friendly costs. tcp is an anathema to that philosophy of play.

    I have nothing against tcp but it only works for a very narrow set of parameters. And I would hate BFC to waste time on this feature when there are so many other things that need work on. Most of us who've been playing CM for over 10 years prefer the more thoughtful approach that inspired CM in the first place.

    Maybe I just have more free time than you. And you're wrong about there being "less seriousness of play approach". You're making a huge assumption there.

    Most of the people at WAW play mostly tcp-ip and I've done so for some large (3000+) point battles there. Usually over a couple saves, and it takes hours, but it works fine. Not everyone there is some spastic who rushes his turns... I would (and I guess most of the people there as well) just prefer to set aside a few hours one day a week when I have the time, to play a significant chunk of the battle rather than 20 minutes every day for 2 months. The latter's a lot less exciting to me.

    But I agree with you there's no such thing as "too many units". The bigger the better.

    A MP lobby and putting a feature back in the game that was in the series a decade ago is a must. BFC could get a lot more customers just by having a lobby.

    And I don't like RT LJHutch because it's much harder to have the time to look at the terrain, and makes zooming in to watch the battle closely impossible if you want to have any kind of situational awareness. I played mostly RT for CMSF, just because modern weapons were so deadly that I preferred to give up some SA for the ability to instant pause, but going back to CMBN with wego has been a great return. It's fine if you're playing with a platoon. With a company or more though you're just not going to be able to enjoy the game as much IMO.

  5. How is it RT with pauses? What do you mean? It's no more "realtime" than playing wego against the computer. You plan your moves in the planning phase and then sit there and watch the video as the action plays out without any input. How is that real time? Real time moves you're controlling your forces *while* they're following your instructions. That is not what tcp-ip wego is. I have played opponents in tcp-ip wego where we both spent 30 minutes or so on a turn before watching the replay. There's nothing involving "manual dexterity" in that.

    WEGO tcp-ip is still totally turn based, but instead of having to use the IGOYOUGO system you are both able to plot your orders at the same time. That was the original brilliance of WEGO since it got around a lot of problems that IGOYOUGO systems necessarily had. Playing WEGO tcp-ip as opposed to WEGO PBEM simply takes out the step of waiting for emails.

    There are zero fast reactions involved, or manual dexterity because when you're issuing orders the game is just sitting there, like a chess set. Same as in PBEM, except, the process moves along faster because you both are plotting your orders at the same time. (but not while units are following them) It just takes out the step of having to leave the game, mail your orders to your opponent and then wait to get them back. Instead you both hit "Go" and can watch them unfold.

    I'm not sure what the confusion is about. I think you're mixing something up.

    Like I said, I mentioned Civilization already which has very long games with a similar wego type style. Though it's more of a realtime/turn based hybrid. Loads of people play that. And Axis and Allies too, which is a board game and not as complex as CM, but still fairly complex and still turn based.

    Realtime =

    Units follow your orders while you issue them. In singleplayer you can pause whenever you want. This is the same method that games like Starcraft use, though obviously CMBN is still slower paced.

    WEGO = Units follow your orders after you hit the "end turn" button then you and your opponent both watch your units battle it out helplessly. This is what CM pioneered.

    If you're comparing tcp-ip wego to CoH I don't think you get what I mean. If you were comparing realtime to CoH, then I would agree.

  6. Well like I said, I've played several (other) quite complex games with more than 2 people and it's worked fine. The advantage of wego tcp-ip over pbem in this regard would mean that everyone sets aside several hours of their time to play a game to completion or to an agreed point. I'm not surprised a PBEM cooperative effort didn't work out all that well since you've now got people on 4 (or more) different schedules. With a lobby you could just join and play till finish. I have played other games with very long lasting multiplayer matches and it worked fine. I think wego tcp-ip is far superior to pbem for something like that just because with PBEM it could drag on forever.

    Take for example the civilization series, which is very complex (in a different way to CM granted), and whose multiplayer games often last 3-4 hours (or more occasionally). Yet loads of people play it online, simply because playing a human opponent cannot be beat. These aren't ADD addled kids either, Civilization is not some shoot-em-up twitch game at all! So yep, they're quite a few successful time consuming turn based games our there with strong multiplayer support, whose multiplayer DOES work! (Civilization is actually similar to Combat Mission in that it functions in a "wego-ish" mode in multiplayer so that everyone has something to do)

    That said just getting 1vs1 tcp-ip wego with a real lobby in the game would ALREADY be a *gigantic* step forward in my view. Co-play is less important to me. (but would still be a fantastic thing) If we had some sort of integrated ladder that could be kinda cool too.

    Hopefully we will have both by the time the Bagration game comes out.

    But yes Erwin I absolutely was not talking about RT, only wego :). Real time with just 1on1 is already a nightmare IMO with anything more than a platoon or so each. Throw trying to coordinate with a teammate into the "real time mix" and it becomes even worse.

  7. I tried playing multi player other games (America's Army etc) and after a while grew to hate it. Stupid human child players running around like demented rabbits using all the tricks they know, demented button pushers who can rival an MG44 for their speed, all playing an souped up equipment specifically designed to be faster than you, and they have the reactions of kids. No time for tactical thinking. And every scenario started to feel the same.

    It literally gave me a headache and heart palpitations. I couldn't take the stress and BS of those games. That's why I play CM series and thank god it's the way it is,so I can play at MY speed thank you very much.

    If CM ever goes online multiplayer, that will be the end for me, and I suspect the vast majority of people on BFC and BoB forums.

    Why? That makes no sense. Play with no timer and take as long as you like on your turns (and your opponent won't be bored since he's plotting his move as well) and there ya go.

    If the only difference between CMBB and CMBN was that there was a lobby in CMBN to more easily find and start a wego tcp-ip game you'd abandon it? The additions I advocate would just mean you can play human opponents, live, online in wego, and don't have to post on a forum or track someone down on ICQ to do it.

    Online multiplayer (or having a lobby rather since we already have online multiplayer) =/= gameplay becomes a clickfest or is dumbed down in any way. They have absolutely nothing to do with each other. The frustration you felt with the online games you mention has nothing to do with them being online, it's just their gameplay design. We already have "online multiplayer" for CMBN, it's just limited to real time, and has no lobby.

    If you're concerned about the game giving you heart palpations, I'd be more worried about the RT that BFC has introduced, rather than some online element.

    And co-play is merely something BFC themselves have brought up. I don't think having a 2v2 match of CM would result in the kind of experience you described any more than 5 hour matches of Axis and Allies I've played online have... games with 5-6 different people controlling the various countries and constantly chatting and bickering over the proper course to take, with extended debates on the advantages of moving a single unit here rather than there.

    Can you imagine the fun of linking up with (for example) 3 other people from BoB for a wego game and having to coordinate your efforts with another commander on your side? Again, wego just makes so much more sense here than RT, because you'd have plenty of time to hash it out and discuss your plans with your teammate while still in the planning phase.

    And all this without the hassle of having to figure out everyone's IP address. Instead you just host a game in the lobby, password it (if you're waiting for someone specific) and bingo. Play for a couple hours (or whatever), maybe then someone has to leave, so you save it and continue another day.

    I know that if there was a lobby in CMBN I would definitely idle there plenty, which is what could lead to a much stronger online community since I would be able to find games against HUMAN opponents much more easily.

  8. Ya I'd kill for a proper MP lobby with wego tcp-ip.

    Honestly I wish they'd put everything else on hold till we got that in the game. Because playing people is the way to go, and having to resort to PBEM is... ya just feels really really dated in 2012 and keeps the multiplayer community from being as competitive and "lively" as it could be.

    Eye candy I don't really care that much about. It's nice and all, but it's entirely secondary for me. As for the AI I agree it's pretty terrible and easily exploited, mostly cause it has no real ability to react to your moves, but in BFC's defense I don't think *anyone* could program a decent AI for a wargame, which brings us back to the importance of multiplayer :).

    I know BFC says all the time most of their customers play SP only, but I think that's sort of a self-fulfilling prophecy. If they invested more in the MP I think a lot more people would play it and I think the game series itself would become more popular. I've hardly played MP myself at all for CMBN even though of course I much prefer human opponents, because it's a hassle to even find an opponent, and I hate dragging battles out for a month or more. Totally kills the tension.

    If practically every other type of game/genre practically is headed towards multiplayer more and more these days, no reason wargaming shouldn't be as well.

  9. Ya IMO that mission doesn't work all that well. You almost always get spotted shortly after seeing any actual enemy units. I would just do the minimum required, hit the 4 zones or whatever, and then withdraw. Even after I knew the basic layout of the enemy positions (after many retries with my scouts getting shot to pieces), I would still get spotted frequently whenever I was in spotting range, even though I knew how to come up behind or to the side.

    But as others said, use "slow" exclusively when near suspected enemy positions, use the guys with binocs, take long pauses, and use tiny cover arcs.

    The campaign gets much better after that mission. I just don't really think the engine is able to handle that sort of night recon type thing intelligently.

    Don't bother using the vehicles at all except for maybe picking your units up quickly after you've scouted and need to get back to withdraw before mission's end.

  10. I dunno about bugs, I think you probably read stuff about not having UI changes till Bulge (like cover armor arc for example). That and some other things like tcp-ip wego are sorely missed by me and others but they will find their way into the game eventually. I'd go ahead and buy it (or just try the demo first), there's nothing really on the market worth comparing it to, other than CMBB/CMAK... which have their advantages over CMBN but also their disadvantages disadvantages. Infantry combat is a lot more fun for one thing in CMBN.

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