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Glubokii Boy

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Posts posted by Glubokii Boy

  1. Maybe we could get an EXTRA camoflage feature (both graphical- and one that reduces the guns risk of being spotted (for spotting purposes)...

    I know this has been discused at lenth before...but PLEASE give us the possibilty to improve on the camoflage...

    I have had numorous games 'ruined' by being able to locate pretty much all AT-guns on the map within a few minutes before they even fired a shot (stationary at start)

    What could have been an intresting challange to try and locate those guns did not happen...they became visible without me doing anything (or close to it atlest)

    The result....Mortar fire ! DEAD guns...

  2. As the game is getting more and more 'complete'...

    An overhaul of the fortrification part of the game is getting higher and higher on my wishlist.

    - new foxholes and trech graphics

    - main trenches as well as comunication trenches

    - THE ABILITY TO BUY CAMOFLAGE (to increase the stealthyness of the units)

    - fortrified houses

  3. Having watched ChrisNDs twich tv-show and seeing him having some trouble finding the fordable locations has reminded me of having simular problems myself from time to time...

    I know i can use the MOVE ORDER for example to scan the rivers and streams for a crossable location and that many mapdesigners use some sort of terraintile on the sides of the rivers/streams to indicate where the water is fordable.

    But

    Maybe the FORD tiles could be shaded in a different kind of blue or have some vegitaion sticking up through the surface to make them stand out a little bit...

  4. They pretty much have the german units done for 44-45 already (using CMBN and CMFI)

    only ruskies left to do

    41 would require all new germans also...

    and...

    I think BFC will need a little more experince and feedback with the russians to find a good balance at wich level to put the russians during 41-42...

    They will be bad...but how bad ?

    - having large numbers of russians that will be able to do close to nothing and taking terrible losses will not be that fun to play...How should the lack off... good leaders, communication, weapons and ammo be simulated...

    At 44-45 the russians were atleast closer to other nations with their abilities...

  5. Hello...

    What do you guys think about booby traps in the WW2-games ?

    Having some kind of mine that you could place inside a building that would go off if enemy troops enter that building.

    Would that be:

    good ?, bad ?, or simply frustrating having half a squad blown away when you enter a building ?

    Was booby traps even used in any significant way during WW2 ?

  6. The thing with other a totally different game, it's already been made, it's called command ops battles from the bulge. I think players keep treading into operational scale because bigger engagements are fascinating. I've played command ops, it's cool but it gets boring watching 2d chits slide around making combat sounds with little lines shooting back and forth. I'd love to see those boring command ops engagements come to life in CM 3d glory with pixletruppen moving about.

    Yes...I play command ops from time to time...It's a good game and they have some intresting ideas in the works with their 2.0 uipgrade. Looks promising...

    Most of the time players here tend to argue in favor of increased micromanagement, not in favor of relinquishing ever greater control to the tender mercies of the AI. If gameplay involved simply hitting a button marked "Attack this position" I can scarcely imagine anybody would be satisfied with the result. As it is, you can select everyone at once and march them west with no further input.

    Getting the AI to understand how to read the terrain, understand the pros and cons of its own units and be able to react to enemy actions would no doubt be a massiv challange to program...Thus my original question...could this be possible at this level (with half-squad sized units and individual team).

    Could the AI do a good enough job that the players would find acceptable ?

    There seems to be quite alot of people who likes command ops (where handing over much of the decision making to the computer is a major feature of the game).

    I'd love to see those boring command ops engagements come to life in CM 3d glory with pixletruppen moving about.

    I to think that a mix of command ops and CM is an intresting idea...A littel bigger in scale then current CM battles but with CM-like graphics...

    Might not work...but intresting idea

  7. There's been a lot of discussions like this over many, many years (going back to probably 1999). Not bad ideas, just not the direction we're going with Combat Mission. The primary reason is it would basically be an entirely different game. It's that much work and the outcome of play would be radically different.

    Steve

    Yes, i guess it would be a totally different game (probably very intresting and fun to play if it worked well).

    but

    As long as the forces with the current system are manageble in a decent amount of time...I think your way is the way to go...

    The 'other game' will be for someone else to make. :)

    I think that more time spent with developing AI triggers will be a time BETTER spent...

    keep up the good work !

  8. There's been a lot of discussions like this over many, many years (going back to probably 1999). Not bad ideas, just not the direction we're going with Combat Mission. The primary reason is it would basically be an entirely different game. It's that much work and the outcome of play would be radically different.

    Steve

    Yes, i guess it would be a totally different game (probably very intresting and fun to play if it worked well).

    but

    As long as the forces with the current system are manageble in a decent amount of time...I think your way is the way to go...

    The 'other game' will be for someone else to make. :)

    I think that more time spent with developing AI triggers will be a time BETTER spent...

    keep up the good work !

  9. OK..i'm sure your right

    I got the impression that this would be sort of a 'special feature' with the russian troops to make them different to play with (in CMRT an other EF games) compared to the other nations.

    - Use LARGE number of men to do the same thing as the germans and western-allies could do with far fewer troops.

    I saw it before me a large number of scenarios with well over a hundred russian units on the map...I'm glad to hear that this will not be the case...

    something like battalion sized scenarios are the biggest scenarios im willing to play...Anything bigger then that will be to slow going i think.

    Looking at Bils and Elvis AARs...Bil does not have a brigade to play with.

    thats GOOD

  10. No...i do not particularry WANT to command a brigade or regiment...

    but take this example...

    - A LARGE map

    - Germans defending with 2 companies and some support weapons

    Not very uncommon setup...

    The western allies would attack such a possition with atlest a battalion...Would they not ?

    If i don't understand this russian way of doing things wrong..

    "A company to do a platoons job" etc...

    Would that not mean that a russian attack on such a possition would be in the form of a brigade or something simular (3 battalions)...

    Having less then 2 companies defending on a large (or huge) map does not sound likely to me...

  11. Is there any chans that some kind of formation orders will be possible in the near future

    or will that require to much computer power and not be possible with the current machines ?

    With larger maps, better computers (that can handle larger forces) and the russian way of 'doing things'

    en mass

    - a platoon to do a western-/german squads jobb

    - a company to do a western-/german platoons jobb

    Where will that leave us when the russians are tasked with doing something that the other nations would use a battalion to do ?

    commanding a whole brigade or regiment !!!

    That sounds quite overwhelming and very time consuming (a huge number of units to order around)

    I guess that some of this will be solved by having the russians arrive piecemeal as reinforcements...but still...At some point during

    the game there will be a huge amount or russian units on the map...

    If we could click on a HQ-unit and order it (and its subordinates) to do some 'simple' tasks in a reasonably good way:

    - defend this zone

    - defend along this line

    - ambush in this zone

    - ambush along this line

    - probe along this line

    - attack this possition

    - attack this area

    - recon this area

    Theese examples may not be the best kind of orders to use...but something along this line would be good

    I'm sure that the larger the formation gets the more difficult it will be for the AI to be able to carry these orders out...

    maybe we could start in a small way ?

    With only platoon HQs being able to do formation orders and with time also include company HQs

  12. Maybe this is something that could be out-sorced (uh, if thats the english word for it).

    Giving one of the beta testers or some other member of the CM-community acces to the data and have them do it (the entering of the data,that is) for a small fee... or free copies of a number of upcomming releases....

  13. I think it works quite well to have google or wikipedia running in the background and then do a search but what you don't get from doing this is the armour penetration values, the 'killing power' from different ranges and the blast values...(atleast the one used int the game)

    To be able to quikly COMPARE different AFVs, guns and weapons

  14. Edit - i found the best way to get feedback was to do a WIP thread on the map section of the forum, people offer advice, get involved and then anticipate the release and drop feedback in the thread - maybe make a more active scenario design thread and encourage people to post about what theyre designing

    This is what i did when designing a map recently and i got very good feedback and comments on that one...helped alot !

    link here...

    http://www.battlefront.com/community/showthread.php?t=113050

    But i obviously have to agree that the feedback and comments in general is few and far between...personally...I'm as guilty as most people regarding being poor at giving feedback...I will try to do better :)

  15. You can do this in CMSF. Let's say you are designing a Blue playing Red scenario - first you set your mission as Red v Red, purchase your knocked out vehicles in what will become your Blue force unit selection screen and deploy them. Then switch back to Blue versus Red mission and you will see the destroyed vehicles at mission start. Not sure if this is possible in the WW2 titles as I don't have them.

    thanks for the tip ! i will try this when i do my next scenario if i need some destroyed veichles...

    Reference the lottery of the AI intel settings - you can work around it by stating explicitly in the briefing what is where in the Situation Enemy Forces paragraph.

    This is one way of getting around the problem, sure...but like you said...It's a 'work-around'...To be able to manually set the FOV would be better.

    Not neccesary...but better

  16. Yes...It would be rather cool

    With my last missions i did with DCS A10 a was able to do some really nice soundfiles to add to the immersion of the mission...

    Even using a text-to-voice program and then using audiacity (i think thats the name) to edit the voices further to make them sound more human and topping it off by adding some gunfire sound and other backround sounds using the original soundfiles from the game....Very easy to do...even for a complete amateur...

  17. I'm sure this 'trigger thing' will evolve with each new update we get in the comming months...

    If we could get some new type of triggers with each module released that would be very nice...right now its quite basic as i under stand it...

    Hopefully it will not be to long before the AI will be able to mount some challeging attacks (reacting to casualties, choosing a weak spot to attack, comitting artillery in a good way...etc, etc...)

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