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Heirloom_Tomato

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  1. Upvote
    Heirloom_Tomato got a reaction from Swervin11b in How I view most scenarios and the designers...   
    I believe you talking about two different things, each of which is already present in the game. The entire enemy force will surrender when a certain set of conditions has been met. I am not sure exactly what the level is but lets go with 45%.  If we assume the enemy has 100 men, once 45 of them have been KIA or WIA, the battle is over, the enemy surrenders to your awesome playing skills. It doesn't matter if they are green or elite, low or fanatic motivation, once 45% are casualties, the battle is over. The morale ballast is used for the situations where you want those 100 men to fight to the last man, no matter what. A good example would be a delaying force, left in place to slow the enemy down in a suicide mission. Without the morale ballast, they would quit the fight after losing 45 of the 100 men. Yet in this situation, the remaining 60 enemy troops could still cause a significant threat to your men. So a morale ballast of 1000 men is added to arrive on the 4 hour mark, ensuring those 100 men will fight to the very last man.
    The second part is the individual troops themselves. The can and do surrender if they are cut off from their parent unit, surrounded and facing overwhelming incoming fire. Here, experience and motivation play a significant role. Elite fanatics will fight to the last man, to the last bullet, to the last breath in their lungs. Poorly motivated conscripts on the other hand will surrender, throw down their weapons and raise their hands in the air, rather quickly if cut off and surrounded. Depending on the situation you wish to depict in your scenario, choosing the appropriate troop quality will play a very important part of the battle.
    What you are suggesting here is possible to setup using terrain triggers. Set the AI plans to have the enemy troops keep pulling back every time your men reach a certain area of the map. Once the last terrain trigger has been tripped and you wish the enemy force to withdraw, set an AI movement point for the exit zone.  As more and more of your men leave the map, there will be a greater chance of individual units being cut off and surrendering. From a points perspective, the enemy force could be given a friendly casualties threshold. As the men retreat and exit the map, they will stay alive and earn points. If the player has points attached to how many casualties they cause, each man who exits will deny the player points. Again, the only way to prevent the mass surrender is to have the morale ballast, which will in turn allow for more opportunities for individuals to surrender.
    If you would like to see the following in action, shoot me a PM and I will set up a battle to show you how it works. 
  2. Like
    Heirloom_Tomato got a reaction from Sgt.Squarehead in How I view most scenarios and the designers...   
    I believe you talking about two different things, each of which is already present in the game. The entire enemy force will surrender when a certain set of conditions has been met. I am not sure exactly what the level is but lets go with 45%.  If we assume the enemy has 100 men, once 45 of them have been KIA or WIA, the battle is over, the enemy surrenders to your awesome playing skills. It doesn't matter if they are green or elite, low or fanatic motivation, once 45% are casualties, the battle is over. The morale ballast is used for the situations where you want those 100 men to fight to the last man, no matter what. A good example would be a delaying force, left in place to slow the enemy down in a suicide mission. Without the morale ballast, they would quit the fight after losing 45 of the 100 men. Yet in this situation, the remaining 60 enemy troops could still cause a significant threat to your men. So a morale ballast of 1000 men is added to arrive on the 4 hour mark, ensuring those 100 men will fight to the very last man.
    The second part is the individual troops themselves. The can and do surrender if they are cut off from their parent unit, surrounded and facing overwhelming incoming fire. Here, experience and motivation play a significant role. Elite fanatics will fight to the last man, to the last bullet, to the last breath in their lungs. Poorly motivated conscripts on the other hand will surrender, throw down their weapons and raise their hands in the air, rather quickly if cut off and surrounded. Depending on the situation you wish to depict in your scenario, choosing the appropriate troop quality will play a very important part of the battle.
    What you are suggesting here is possible to setup using terrain triggers. Set the AI plans to have the enemy troops keep pulling back every time your men reach a certain area of the map. Once the last terrain trigger has been tripped and you wish the enemy force to withdraw, set an AI movement point for the exit zone.  As more and more of your men leave the map, there will be a greater chance of individual units being cut off and surrendering. From a points perspective, the enemy force could be given a friendly casualties threshold. As the men retreat and exit the map, they will stay alive and earn points. If the player has points attached to how many casualties they cause, each man who exits will deny the player points. Again, the only way to prevent the mass surrender is to have the morale ballast, which will in turn allow for more opportunities for individuals to surrender.
    If you would like to see the following in action, shoot me a PM and I will set up a battle to show you how it works. 
  3. Upvote
    Heirloom_Tomato got a reaction from Kinophile in How I view most scenarios and the designers...   
    Creating scenarios is a challenge and most of the ones I start to make are played be me once or twice and then another idea comes up I would like to try so the original one ends up being left for another day. I like the special forces type of scenarios @slysniper @Sgt.Squarehead and @Combatintman were talking about and took the time to make one I felt was good enough to be released to the community. Here it is:  http://www.thefewgoodmen.com/tsd3/cm-black-sea/cm-black-sea-add-ons/vega-force/ Give it a whirl and provide some feedback. 
    I have read through this whole thread and this comment really gets me. I am curious @SimpleSimon, which scenarios have you made and released to the community? I am interested in trying out one you have made to see how it compares to other community or Battlefront made scenarios. 
     
  4. Upvote
    Heirloom_Tomato got a reaction from BletchleyGeek in Vehicle Immobilization   
    After having vehicles become immobilized what I felt was too many times, I built a test map 2km long with a "road" of every terrain type and made five variants, very dry, dry, damp, wet and muddy. One tank for each road, and send them off to see who gets stuck first. The quick summary is if the ground is damp or worse, anything other than a road leads to potential problems. So then the question becomes, how badly do I need this tank to cross that terrain and what happens if it gets stuck? 
    I also setup fences, walls and hedges to see how many times you could go through before trouble arrives. I think 5 times through hedgerows with a Rhino tank leaves you immobile. Fences and small walls are fairly similar if my memory is right.
    Crew experience also plays a major role, in my opinion. I have battle going on now with a green tank crew. I avoid grapevines in CMFI at all costs but this crew took a ricochet off the turret and freaked out. Slammed the tank into reverse, straight into a vineyard and then tried to make a right turn. They got immobilized in 15 seconds. The joys of WeGo PBEM.
    Create a map for yourself and see what you find. Each vehicle reacts to the different terrain tiles and ground conditions differently so try out a few of your favorites and see how they do. It will get you using the editor at the very least and hopefully spark your creativity to create a scenario for the community. 
  5. Upvote
    Heirloom_Tomato got a reaction from A Canadian Cat in Vehicle Immobilization   
    After having vehicles become immobilized what I felt was too many times, I built a test map 2km long with a "road" of every terrain type and made five variants, very dry, dry, damp, wet and muddy. One tank for each road, and send them off to see who gets stuck first. The quick summary is if the ground is damp or worse, anything other than a road leads to potential problems. So then the question becomes, how badly do I need this tank to cross that terrain and what happens if it gets stuck? 
    I also setup fences, walls and hedges to see how many times you could go through before trouble arrives. I think 5 times through hedgerows with a Rhino tank leaves you immobile. Fences and small walls are fairly similar if my memory is right.
    Crew experience also plays a major role, in my opinion. I have battle going on now with a green tank crew. I avoid grapevines in CMFI at all costs but this crew took a ricochet off the turret and freaked out. Slammed the tank into reverse, straight into a vineyard and then tried to make a right turn. They got immobilized in 15 seconds. The joys of WeGo PBEM.
    Create a map for yourself and see what you find. Each vehicle reacts to the different terrain tiles and ground conditions differently so try out a few of your favorites and see how they do. It will get you using the editor at the very least and hopefully spark your creativity to create a scenario for the community. 
  6. Upvote
    Heirloom_Tomato reacted to slysniper in How I view most scenarios and the designers...   
    OK, I'm done.
    I played it on elite and wego. (I always feel the best judge of a scenario is playing it once and being truly blind as to what to expect.)
    I can give this a very high rating.
    I liked your briefing and the situation you created.
    good force selection and the map you selected did a good job ( If I have any complaint, the stock maps lack a little flavor and don't use some of the accent items that make it feel a little more realistic. So the map could be dressed up, but that has nothing to do with gameplay.)
    Without giving anything away, it was great gameplay. gave me a real challenge.
    I achieved the main objectives without many losses but was given a nice surprise that really screwed me up as to keeping my losses low (you likely know what I am referring to.)
    Anyway extracting from the map became a nightmare and only a few of my most valiant survived to fight another day. - but I enjoyed that the best to tell you the truth
     
    So end result, scored 1143 to 945 (which gave me a draw)
    (I fulfilled the mission but at way too heavy of a cost, 7 killed , 19 wounded and only 6 to escape)
    But I did take out 3 to every one of men, so I felt their sacrifice was not in vain.
     
    So your elite goal of fulfilling the mission with losing no one was not achieved by me, that is for sure.
     
    Now, playing it multi times I know I could get those results much better, but that really is not a fair test is it.
    Also playing real time can help you score also, but I think the AI is already at a disadvantage as it is. So having to suffer through one minute periods before I can adjust commands just seems fair to me as a little bit of a leveling device when playing the AI
     
    Any way, excellent job, felt the scoring was fair and a good result for what happened.
    So all in all, I would give you a score of 9 out of 10 in this design with the 1 point loss for not dressing the map up . 
    Its like a Christmas present but with no wrapping paper. (its your baby, give it some finishing touches and make it perfect) 
     
     
     
     
     
     
     
     
  7. Like
    Heirloom_Tomato got a reaction from Sgt.Squarehead in How I view most scenarios and the designers...   
    Creating scenarios is a challenge and most of the ones I start to make are played be me once or twice and then another idea comes up I would like to try so the original one ends up being left for another day. I like the special forces type of scenarios @slysniper @Sgt.Squarehead and @Combatintman were talking about and took the time to make one I felt was good enough to be released to the community. Here it is:  http://www.thefewgoodmen.com/tsd3/cm-black-sea/cm-black-sea-add-ons/vega-force/ Give it a whirl and provide some feedback. 
    I have read through this whole thread and this comment really gets me. I am curious @SimpleSimon, which scenarios have you made and released to the community? I am interested in trying out one you have made to see how it compares to other community or Battlefront made scenarios. 
     
  8. Upvote
    Heirloom_Tomato reacted to slysniper in How I view most scenarios and the designers...   
    I agree with you totally as to your view of these types of request and as to how well they would work as to creating new scenarios and content.
    I like to play around with the editor myself and am always looking for different types of tactical situations to set up.
    So I have found it possible to set up pretty much any of these types of missions to some extent.
    Now did I find these interesting - yes.
    Did I find it hard to get the game set up to mimic realistic results from real life events. (very hard at times, but generally it was possible)
    Would many of these battles make a good scenario. No - seldom and getting victory conditions that make it a challenge and possible victory for both sides  is really a hard task to achieve.
     
     
    Personally, I think the magic to scenario design and battle building is looking for ways to create and reflect different battles and somehow show or reflect a direct challenge in that situation. There really is no one type of design that is better than others, so when people ask for scenarios be designed a certain way, I see that as their preference, likely because it matches their style of game play. But I don't think designers should think they need to restrict themselves to such request.
     
    I do think designers should stretch themselves and try to create unusual battles, just for the sake of providing distinct tactical situations. As for having the game model the units for those limited situations, its not a good usage of the companies time. 
    But the game can do it,  I wish I had the time where I could provide some quality scenarios in some of these type of situations. But I find I don't have the time or desire to do it.
     
    But anyone who own the game can learn to create their own wishes with some effort. and when you are doing it for yourself, it takes much less time. because there is so much more that does not need to be done to meet expectations of a scenarios to release to others. I find I can create a map and get troop types to reflect what I want pretty easily. I don't care if the troops don't look correct or wear the right clothing, I care about their setting so they act appropriate for the abilities that I think they have. I don't need to worry about AI limits or programming it. I either play both sides or I find someone to play one side and off we go.
    The game is a excellent tool for reflecting combat - learn to use the tool and you don't need to hope others provide you the battles you want to play, its within reach of your own finger tips
  9. Upvote
    Heirloom_Tomato reacted to mjkerner in Steam players for multiplayer   
    Yes, we hates it, yes we do. It steals our Precious, yes it does.
  10. Upvote
    Heirloom_Tomato got a reaction from A Canadian Cat in Beat me!   
    Works every time
  11. Like
    Heirloom_Tomato got a reaction from Bulletpoint in US strafing planes became dirt cheap in 4.0?   
    I see the following in 4.0
    P-47D 32 points 96 rarity
    P-51B 30 points 150 rarity
    P-51D 35 points 175 rarity
    All three require an FO to access them while in battle.
  12. Upvote
    Heirloom_Tomato reacted to LiveNoMore in Rimini Airfield   
    The H2H Campaign has been completed. It will be on the Scenario Depot soon. A special thanks to Rocketman and BobWillett for all their help. Rocketman also devised the briefing setup and completed the hi res maps.  I thought I'd let you all see what the briefing paper looks like.
    To get the proper lighting and ground conditions for a fall battle, the scenarios are set in September 1943. Once Rome to Victory is released I will change that to September 1944.
     

  13. Upvote
    Heirloom_Tomato reacted to sburke in Are AT guns too fragile?   
    Ohh man wouldn’t that be a scenario to piss people off.  The briefing tells you a platoon of tigers is expected in 15 minutes. At the 20 minute mark you get a reinforcement notice that the tigers are bogged and all that shows up is a kubelwagen messenger.  LOL
  14. Like
    Heirloom_Tomato got a reaction from General Jack Ripper in Tank tactics: why the regression?   
    I agreed with everything you were saying up until this point.  
  15. Like
    Heirloom_Tomato got a reaction from A Canadian Cat in Shall try to start an unofficial screenshots thread?   
    I think this guy might have been the inspiration for the scene at the end of Saving Private Ryan! @MOS:96B2P did a plane save the day?
  16. Upvote
    Heirloom_Tomato got a reaction from BletchleyGeek in Tank tactics: why the regression?   
    I learned a trick from someone on these forums for using Blast.  Get the Engineers into position for where you want them to blow the hole. Using the Blast command, place the way point to the action square or two immediately to the right or left of where you want them to Blast. They will set off the demo charge and then move to side, instead of charging through the opening.
  17. Upvote
    Heirloom_Tomato reacted to General Jack Ripper in Tank tactics: why the regression?   
    You can do this already with the existing orders. MOVE : 10 Second PAUSE w/ Anti-Armor Cover Arc: MOVE You can do this already, just place the BLAST waypoint in the action spot the engineers are already located, they will blast the wall and then stay put. Group select all units, place a cover arc. Done. Granted, a Shift-Click combination would be nice, but it's not a critical piece of the puzzle. Adjacent units share ammo already. If you need to resupply a squad, split off a scout team and run them over to an ammo source. Acquire ammo and run back. That's how it works in reality too. For machine-gun teams, use the ammo bearers to run and get extra ammo, that's why MG teams use the ammo bearers ammo first, and the native team ammo second. OR: You could stop using so much ammunition. OR: You could pass out extra ammo at the start of the game, especially for HMG's and SMG's. I don't want to be a dink about this, but by far the most common complaints I've seen on the forums have long since had answers to them.
  18. Upvote
    Heirloom_Tomato reacted to Michael Emrys in Tank tactics: why the regression?   
    That thought has been echoing around my brain as I have been reading this thread. The real problem I believe lies in we megalomaniac war gamers belief that if only we had perfect control over every action of each of our troops, the world would be forced to concede that we are the greatest general who has ever trod upon his defeated enemies. I watched this kind of micromanagement craze begin and then flourish wildly during the heyday of paper games in the 1970s and 1980s with the growing profusion of "monster games" which reached its apex with The Campaign for North Africa...or whatever it was called. You know, there is a reason why armies have chains of command. There are fairly strict limits on just how much one man can think about and respond to. Generals do not generally concern themselves with the conduct of platoons, that is the job of lieutenants. You have to be able to trust that they in fact perform those jobs adequately. War is chaos, you just have to hope that it is worse for the other guy.
    Michael
  19. Upvote
    Heirloom_Tomato reacted to SubCmdr in Modern Day to WW2 worth it?   
    I got the Big Bundle... so I got everything. 🙂
  20. Upvote
    Heirloom_Tomato got a reaction from sttp in Which to Buy?   
    Since all the WW2 titles are all sold as the newest and most up to date there will be no difference in how the game functions between titles. That said, the game with the most variety you are looking for is the CMFI+ Gustav Line bundle. July '43 to May '44, only game with this long of timeline. Only game with two Axis nations, and yes the Italians play very differently. Only game with summer heat and winter blizzards possible. The variety of units is also unmatched for a base game and one module.
    There is only $20 difference between the base game and GL bundle. If you are looking to only buy one game, for now, and will be playing a lot, the extra $20 goes a very long way to expanding the game. As well, Battlefront have a new module for CMFI in the works and hopefully it will ship in the next 6 months to a year. This will expand the game through to May '45 as well as adding new nations, units and TO&E changes. 
  21. Upvote
    Heirloom_Tomato got a reaction from General Liederkranz in Which to Buy?   
    Since all the WW2 titles are all sold as the newest and most up to date there will be no difference in how the game functions between titles. That said, the game with the most variety you are looking for is the CMFI+ Gustav Line bundle. July '43 to May '44, only game with this long of timeline. Only game with two Axis nations, and yes the Italians play very differently. Only game with summer heat and winter blizzards possible. The variety of units is also unmatched for a base game and one module.
    There is only $20 difference between the base game and GL bundle. If you are looking to only buy one game, for now, and will be playing a lot, the extra $20 goes a very long way to expanding the game. As well, Battlefront have a new module for CMFI in the works and hopefully it will ship in the next 6 months to a year. This will expand the game through to May '45 as well as adding new nations, units and TO&E changes. 
  22. Like
    Heirloom_Tomato got a reaction from A Canadian Cat in Which to Buy?   
    Since all the WW2 titles are all sold as the newest and most up to date there will be no difference in how the game functions between titles. That said, the game with the most variety you are looking for is the CMFI+ Gustav Line bundle. July '43 to May '44, only game with this long of timeline. Only game with two Axis nations, and yes the Italians play very differently. Only game with summer heat and winter blizzards possible. The variety of units is also unmatched for a base game and one module.
    There is only $20 difference between the base game and GL bundle. If you are looking to only buy one game, for now, and will be playing a lot, the extra $20 goes a very long way to expanding the game. As well, Battlefront have a new module for CMFI in the works and hopefully it will ship in the next 6 months to a year. This will expand the game through to May '45 as well as adding new nations, units and TO&E changes. 
  23. Upvote
    Heirloom_Tomato reacted to Mord in CMSF2 Demo   
    I like that.
    After the death of David Carradine, I told my brother if he ever finds me dead in an embarrassing position, like laying naked in bed covered in fudge, or croaked on the toilet ala Elvis, he is to get me dressed, go out and kill a shark or bear, tangle us up, destroy the room, and put a knife in my hand to make it look like we died fighting each other. I want to be a legend around the police station water cooler. Moral of this story? That's my shoe size talking...on just about any topic.
    I always say, life is what you make it. If you choose to believe the world is a horrible place than that's what it will be. I find happiness in the smallest things; a nice summer evening, a crisp autumn afternoon, a brand new pair of socks, a fresh piece of paper, a new book, some cool music, etc.. If you learn to appreciate the seemingly insignificant then your existence will be filled with many joys and surprises. And of course find the humor in everything.
    @Erwin. Yep, if you think about it, all this board is is a collection of (mostly) grown guys still playing in the backyard with their army men. 
    Mord.
  24. Upvote
    Heirloom_Tomato reacted to Combatintman in IED Mechanics?   
    This covers off on why there are lots of young men and women in graveyards (including two people I knew very well) or living their lives without the limbs they were born with.
    IEDs are a nightmare and defeating them requires a lot of effort. FWIW I have never been taught to put rounds down to defeat IEDs in any of my predeployment training for either Iraq (1 tour) or Afghanistan (3 tours) between 2006 and 2016 or seen the method employed on my time outside the wire. The drills taught to cross a culvert (or any suspect IED location) involved a lot of very methodical observation, movement and steps to mitigate the effects of the device if it detonated by minimising the number of people likely to get whacked by the detonation. That was all complimented by technical means such as ECM and detection devices such as the Vallon
    http://www.vallon.de/products.lasso?a=uxo-detection&b=8
    Of that suite of measures, the only thing that is lacking in game is the Vallon. Well not quite obviously but in terms of mechanics for IED detection because they can't be detected, then in game terms it is lacking. However, in real life Vallon and similar devices do not find every single device so ultimately IEDs have to be defeated by combinations of means and the sad fact of life is that, despite all of the above, where IEDs are present, they will cause casualties.
    Moving through an area with culverts/chokepoints (such as your bridge example) or one identified as a High Activity Zone for IED placement is slow and stressful and does not involve whanging 40mm from a MK19/GMG or similar around the place. Why? Because in reality your ROE rarely allows you to put the rounds downrange on suspected positions/IEDs that the game allows you to and of course  your briefing stated that they were likely to be present which is a luxury not always available in real life. As a result of all of this, you are faced with, in game terms, boring methodical application of time-consuming drills. In real life, stressful and exhausting application of time-consuming drills.
    Is it physically possible to get an IED to detonate by firing at it with 40mm MK19/GMG or similar? I'm not an expert but I suspect that yes it is; however,this method, like all others, is never a 100% guarantee and I would guess that the percentage of successfully defeating a device by firing a direct fire weapon in the vicinity of said device would be pretty low.
    I can't help you with your requests regarding that particular mission but ultimately I think it is worth remembering that:
    This is a game.
    You can't control everything that happens on the battlefield.
    You are going to take casualties.
  25. Upvote
    Heirloom_Tomato reacted to Rujasu in Which to Buy?   
    All the games are sold in Game Engine 4 nowadays, so there's no need to buy separate upgrades.
    But yes, it's mostly down to the preferred setting. Newer games do take advantage of engine features not originally present in the older games, so theoretically the new titles should have a better single-player experience, but I haven't noticed a tangible difference. Personal recommendation from me goes to the CMFI+GL bundle, which is the one I started out with. It's a bit more expensive than just a base game but the content keeps you busy for a long while.
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