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PeterH

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Everything posted by PeterH

  1. That sounds very promising indeed! Its one of those things that can be a real nasty time consumer but in the end gives such a nice result. I look forward to seeing it!
  2. Well you will for the most part never really improve us players, we suck. All develoeprs can try to do is make it ridiculously clear, IE why are your men running away? Oh they are being horribly whittled down by HMG fire and way too far away from their unit commander? I had no idea! I would love to see some more animations though, and quicker transitions between them. I do realize how much work this is though, and if it is realized will not happen for a very long time.
  3. What I dearly want is more detail in terms of additional objects and terrain based cover combined with a more intelligent unit-based AI when it comes to quickly ducking behind doorways and in/out of cover. Small unit action!!!!! Maybe for Combat Mission 6..
  4. I wouldn't mind just better ability for real-time play. Its a pain due to having to gain miro skills, but it would create a smoother mp experience.
  5. From what I'm hearing it sounds good. Though the firefights in shock force are really quick even between infantry! Very brutal, very quick.
  6. Yeah, you reminded me I had forgotten to ask that in the OP, it is now edited!
  7. Any chance of some footage and/or pics? I know Chris mentioned in the stream that a large portion of the textures were still unfinished but one can always hope! As pretty as the vehicles are, I've always preferred infantry fighting and scenarios. EDIT: Also I forgot to ask, how much a role will the infantry play? Obviously mobile AT and manpads will be present but will the infantry have any real impact what so ever? Sorry raptor!
  8. I play CM for the infantry, so show me infantry!! Hehe Thanks for the vid, keep it a'comin.
  9. I need this AAR, I've been checking constantly since the announcement hehe!
  10. I thought I should share, I kind of forgot to do it hehe!
  11. Yes I think I did approach the mission from a bit of a gamey standpoint. I shall make efforts not to do so in the future, it the a very tempting methodology when faced with such a frustratingly challenging mission!
  12. Steam takes a 30% cut from every sale, and has pretty much total control over the rates at which they sell regarding "deals" etc. There have been a few articles from indie projects that basically made no money because of how many times steam cut their actual price right down to 10% of its original value. It will be interesting to see how well Achtung Panzer Operation Star does now that it is on Steam as it would give a fairly good approximation as to how well the CM series would do. It would be nice having auto-installers for incremental patches on top of the larger ones, and the ability for the whole addon/expansion thing to be easily integrated. Mod support in the steam workshop would be pretty lovely too. As far as a customer is concerned usability-wise steam is for the most part a very attractive prospect. Seeing as steam blanket state that they provide keys to all original owners of a new game for free converting wouldn't necessarily cost either. However, even with all that being said you need to try and estimate your sales. Battlefront will have numbers stretching back throughout their company's history and so will have a very good idea when it comes to their audience and potential sales. For steam to be worthwhile they will need to sell at the very least, a third more copies than they normally do to even break even cost-wise. Realistically they should be aiming at selling at least 1.5/2X more than they currently are to give a comfortable margin. Can any of you provide convincing proof that their sales would definitely increase this much purely due to being on steam? That is what they would need to seriously consider the move. Giving up total control of your game isn't something every developer wants to do.
  13. @Warts I think the video is slightly misleading in terms of enemy positions, that first forest I head into is actually very close to the start but I'm being very wary. It was a very, very tough slog, and the length of time it lasted just made it worse hehe @Troopers thanks!
  14. Maybe its just me but I would dearly love to see some special forces. That Paratrooper assault on the German Radar place would be awesome! There are obviously more but it would be pretty cool to include some elite forces with very high morale and skill level into the game.
  15. Hey a few folks were asking so I finally uploaded it last night. You can check it out over here: It was recorded in the old AAR fashion rather than my new DAR fashion.
  16. I'm all up for supporting this. Deforming terrain is always a tough one, but seeing as the CM series has an in-built terrain deformation/destruction system it would probably not be all that difficult comparatively.
  17. I actually have all the footage recorded but I need a spare hour to go through and do the voice-over. Its not ideal as I may have forgotten a couple of things but it was back when I couldn't record with the new mic while playing at the same time. Mission 4 will be easier to make a video from.
  18. Ah, you follow Mr Haig's methodologies when it comes to warfare.
  19. Thanks, I try! I like to think that looking back along my CM videos you can see a sort of learning curve. In reality it kind of just gets lost in all the bloodshed and gore.
  20. I was literally about to post the same thing. I'm not good. Don't normally play big scenarios but would happily go out of my comfort zone. I have 3.0 and all modules for both CMBN and CMFI as well as CMRT.
  21. In all seriousness a combination of enjoying your mistakes (lots and lots of your wee pixeltruppen lying down for long-term naps) and watching others make those mistakes is what I found helpful. I'm still terrible, but I'm beginning to understand why I'm terrible.
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