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Blueonblack83

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  1. Upvote
    Blueonblack83 reacted to Melchior in Breach by tank?   
    It's risky but bold. Which strikes me as the sort of thing you'd want more of in the game rather than rules and arbitrary limits. 
  2. Downvote
    Blueonblack83 reacted to akd in Mystery Paris UAVs   
    This is indeed the wrong forum. General Discussion is the place for random news stuff, omgz terrorist dronez stuff.
  3. Upvote
    Blueonblack83 reacted to Stagler in Graphics suck?!!?!?!   
    AI from any title Ron. Not just a top tier chess title, any title. Red Alert, in 1995, had a thinking opponent that probed then attacked your weak points. That was twenty years ago.
     
    I couldnt give two F's about graphics. The reason I am in this topic is to fight for change and improvement on the titles, and hopefully instill a new strategic direction for BF to take or at least give some credence to - it is because I want to see these things ingame and it be a better title for it: I want the player base to be bigger. I want to be able to play against MP easily with a lobby system. I want to be able to pick up and play any map without worrying about playing the same AI plan over and over.
  4. Upvote
    Blueonblack83 reacted to Wiggum15 in Graphics suck?!!?!?!   
    I dont like all the "uhh poor Battlefront" talk here.
    They sell games to people, those games are not cheap, especially when you consider that they use the same engine since 8 years now.
    That they dont care about simple things that modders like Kieme do in a few days could be considered disrespectful to their loyal customers.
  5. Upvote
    Blueonblack83 reacted to womble in Graphics suck?!!?!?!   
    UI before graphics, please. Graphics has had one big hug (bump mapping, arrived with v2) and some tweaks for performance since BN, and I'm sure that is an iterative process that will continue.
  6. Upvote
    Blueonblack83 reacted to FroBodine in After all this time, tooltips are still missing from important things   
    I'm sure nothing is simple in programming.  But, nearly every game in existence nowadays has tooltips.  Heck, even indie games made by one guy have tooltips.  Battlefront has a bunch of smart guys.  They can add them if they wanted.
     
    Bottom line for me - Battlefront is charging top dollar for their games, and their UI is "antideluvian"  (thank you Womble!) and sub par for a game of this quality and price range.
     
    It is also obvious that their UI (amongst other things) is lacking in many aspects, given all the mods that come out as soon as a new game is released, to improve at least the look and feel of the UI, as much as possible.
     
    I love these games, but I am frustrated with the way BFC is just "satisfied" with their UI.
  7. Upvote
    Blueonblack83 reacted to womble in After all this time, tooltips are still missing from important things   
    Tooltips on everything. And a toggle to turn them all off. A user-customisable UI, in colour, element location. The ability to remap all hotkeys. All of them, not just A-z and punctuation. Arrow keys, Del, Home, Pageup. Function keys. Feedback in the hotkey mapping screen to both inform you when you re-use something already assigned, and (if there are any reserved functions left in) to tell you when the key you choose already has something assigned that will remain assigned (I'm looking at you, arrow keys). Scroll bars. Basic editor functions (next/prev word, forward and back arrows, click to place, shift-selects) in text entry boxes. Double-click functionality in the game menus. The option for a confirmation dialog on pushing the BRB, settable for solo and hvh play styles. Not having a "are you sure; changes will be lost" dialog, when you've done nothing (edited no fields, modified no map elements, issued no orders) since you last saved a game or a scenario and try and exit it. If you have made changes since the last save, the option to save when you exit, rather than cancel and go save. Toggles for all the view control modes so you can turn off the ones you hate. Edge scrolling is my particular bugbear, but I'm sure there are people who would rather the screen didn't rotate when they hold their RMB and move the cursor, for example. Unit groups that persist past saves and reloads. The ability to return expendables to vehicles/ammo caches. This is part UI (you'd have to have a "2-sided" inventory management screen) and part record-keeping (there would have to be ways of adding things a unit didn't originally carry). View heights corresponding exactly to the view from the selected unit. Possibly even sub-selectable to the various different views from each of a unit's set of eyeballs. Many of these could be grouped under "basic functionaliy present in all professional software since about Windows 3.11".
    And that's just a list off the top of my head.
  8. Upvote
    Blueonblack83 reacted to MikeyD in CMSF upgrade/remake?   
    The old v1.00-based CMSF game engine is probably past salvaging. So returning to CMSF would most probably mean a ground-up redo with precious little that's recoverable. Not a mere engine upgrade. And they'd hardly be expected to return to fighting in 2007 again. So the notion of 'returning to CMSF' would probably mean returning to similar modern desert war. CMSF but not CMSF. Maybe the next CM desert war would be against Egypt, or Lybia, or some god-forsaken spot out around Turkmenistan.
  9. Upvote
    Blueonblack83 reacted to Pablius in Red campaign only 5 missions long?   
    I guess they assumed that it was better to do one for each side, with a total close to 15, than a big one for just the US plus some Ukrainians attached, but it does feel short and you don´t care so much about loosing core units this way, save for tanks maybe...perhaps 7 or 8 missions long campaigns, with some replacements available a some point would have been the sweet spot for tactical diversity, I think I got more "attached" to my units in CMSF, but I guess story telling is not the central point of a wargame
     
    Those poor russian recon guys were used as "one-time enemy detectors" for the most part without much consequence...wish I could split one man sections for maximum detecting!
  10. Upvote
    Blueonblack83 reacted to Sashko in Red campaign only 5 missions long?   
    Just finished the red campaign and was majorly bummed out that it was over so quick. Finished with 60 red kia and 45 wia and ~350 blue kia and 13 tanks knocked out at veteran/real time. Was it because of 5 total victories achieved the campaign did not "diverge"? Or is it that short? Last mission had an amazing map but luckluster blue force setup (100 US with 2 immobilized M1s and 1 mobile one vs 350 Rus with something like 10 FOs in 7 story vantage point) resulting in abit of a cakewalk TKO with 1 hour to spare (Blue arty use was mmagnificent however and felt human). Last mission would've worked better with Ukr reinforced coy and some serious building to building carnage. Map deserved at least 2-3 rolling frontline missions squeezed out of it.

    But yeah, was hoping for 15 mission epicness with smaller episodical platoon level stuff mixed in.
  11. Upvote
    Blueonblack83 reacted to BlackAlpha in Why are off map reinforcements a thing?   
    I think you misunderstood. I don't think people are saying that reinforcements are unrealistic or unfair. What people are saying is that having the enemies teleport on top of the player is unrealistic and unfair.
  12. Upvote
    Blueonblack83 reacted to womble in Future modules ideas (unofficial topic)   
    Unfotunately for us, it seems that BFC's experience is that content sells titles, not features. I'd pay twice the price of a normal engine upgrade, per title I have (2), for a pure AI-boost, for example, or a full game price for a boost to all the titles, but apparently I'm too small a minority to make that kind of product economical.
    I suspect that some of the things like co-op games that people want are extremely difficult to arrange in the current architecture. Sadly, BFC don't seem to want to maintain a single repository where people can see ideas that have been suggested before and express their support for one or more of the features, and where BFC can categorically tell us "No! We are never doing that!" for others.
  13. Downvote
    Blueonblack83 reacted to womble in Does this game support 2 vs 2 multiplayer or larger than that?   
    The human-mediated system of multiplayer at its most bascic involves the players on each side passing a save of the replay phase from last turn and another save of the uncompleted current orders phase between themselves and having an agreement on which elements they're allowed to tinker with. The last person on a given side hits the red button and sends the resultant turn file to the first person on the opponent's team, and a save of the replay to their own team members.
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