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Bud Backer

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Everything posted by Bud Backer

  1. I love teasers and bones and generally being given some idea of what may lie in store. Like all of you, I want to have some idea what to look forward to. It’s natural. But my experience in software development over the years has repeatedly demonstrated that no amount of information is ever sufficient. What starts with a well-intentioned small hint leads to demands for more information, which may not even exist as the product is still under development. Then the griping starts. Even worse, what one hints at today may end up being dropped or changed substantively, leading to more complaints. No matter how many times one indicates that something is a work-in-progress, expectations are formed, and disappointment is inevitable down the road. I’m no longer surprised at all that developers are cagey. I’ve seen people relentlessly complaining about something that was not developed almost 5 years after the initial speculative announcement that a particular feature was undergoing a feasibility study, not even a planned enhancement. None of this is limited to CM or Battlefront. I’ve seen this repeatedly on quite a number of developers forums over the years.
  2. I’m with you there. It’s a sandbox, at least in part. You can do so much if you wish, so while I am excited to see my range of options expand with new releases and modules, I’d be already delighted with just base games. Or even just the first. When I get tired of it, I do something else for a while and come back when I’m refreshed.
  3. Why isn’t there any more news? Why aren’t the devs on the forum more? No new releases for...what, X months? They are losing customers, and not making potential new ones every day! The fan base is definitely shrinking, you can see it for yourself. Seriously, devs, snap out if it! What are you doing, just sitting around sipping coffee? I predict that in less than two years they will be closing their doors. It doesn’t take this long to add the sodding feature I want to the game, it’s all practically done already! The above is a sample (edited for style and foul language) of discussions on other developers’ forums. Curiously familiar...
  4. Wow, Uss Olympia is stunning! Hopefully they'll find the funds to continue her upkeep.
  5. I'd suggest you contact support and explain your situation. Maybe some wizardry can be done, maybe not, but you have nothing to lose.
  6. Seems like this is exactly what Bil's Command Friction is meant to deal with.
  7. That was my assumption, but then I thought, it may be that there is a very good reason that you don't want that. It occured to me that it would not be strange to expect scouts to return (to where? company HQ? Their direct superior?) rather than stay in place and defend. But that may be frustrating to players.
  8. Bil, Scout task does not end until changed. But since we are supposed to designate an area or route, what happens when one reaches the area or end of the route?
  9. Thanks, Bil. I'm not nitpicking, just making sure I actually understand everything!
  10. Under Unit Task it says: There are no limits to the number of waypoints used in an HQ Task This is verbatim from HQ Tasks. Did you mean it to say There are no limits to the number of waypoints used in a Unit Task {emphasis mine}
  11. It is indeed impressive. I'm reading my way through. Very nicely and logically organized, Bil.
  12. No worries, I wasn't rushing you, just expressing my interest and appreciation!
  13. Definitely interested in seeing those clarifications, Bil. IanL and I discussed this yesterday over breakfast and decided we wanted to use in in CMBS - coupled with EW it may make for a very different challenge.
  14. Terrific stuff Heinrich! Great shots and a gripping narrative.
  15. As it stands right now, I go to any post by MOS and click the link on his signature.
  16. that's hilarious! Best Tee I've seen in a long while!
  17. This has to be the closest thing possible with CM (or at game) at simulating the complexities of command, control and individual small unit leader initiative. Fantastic work, Bill. It seems a bit overwhelming but it's awfully tempting to try something very small to see how it works.
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