MOS:96B2P Posted November 28, 2021 Share Posted November 28, 2021 8 hours ago, chuckdyke said: Better in CM 1 you could order the surrendering units to your rear. Yes, this would be very cool. 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted November 28, 2021 Share Posted November 28, 2021 Guarding POW's was a fun subgame in CM1. If one knew where one's captured troops were one could send out patrols to try and rescue them by getting close and ensuring that an enemy was absent/eliminated. However in CM1 the liberated POW's could never pick up weapons and were permanently unarmed and therefore not able to "occupy" territory for game VP calculations. Seems like a backward step that in CM2 a weak beat up team can "occupy" an objective and dispute ownership vs a much more powerful enemy force. 1 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted November 28, 2021 Share Posted November 28, 2021 14 hours ago, MOS:96B2P said: The fact that surrendering OpFor units don't quickly disappear is a give away that other OpFor units are in proximity to the surrendering unit. Yep, it they don't disappear in a few minutes then it's a clue that they have friends near by that are telling them they are coming to help. If you have men who have surendered you can rescue them be pushing the enemy further away. 1 Quote Link to comment Share on other sites More sharing options...
A Canadian Cat Posted November 28, 2021 Share Posted November 28, 2021 (edited) 14 hours ago, MOS:96B2P said: Oops double post Edited November 28, 2021 by IanL Double post 0 Quote Link to comment Share on other sites More sharing options...
Sgt.Squarehead Posted November 28, 2021 Share Posted November 28, 2021 2 minutes ago, IanL said: If you have men who have surendered you can rescue them be pushing the enemy further away. I've fought mini-actions to do just that.....I'll also go to ridiculous lengths to ensure my men get buddy-aid: 2 Quote Link to comment Share on other sites More sharing options...
chuckdyke Posted November 28, 2021 Share Posted November 28, 2021 7 hours ago, Sgt.Squarehead said: .I'll also go to ridiculous lengths to ensure my men get buddy-aid: It shouldn't be ridiculous. I think the combat stress level should go back to OK if you treated a wounded successfully. 0 Quote Link to comment Share on other sites More sharing options...
SlowMotion Posted December 2, 2021 Share Posted December 2, 2021 (edited) On 11/28/2021 at 1:11 AM, Ultradave said: What happens when you go into the building with the surrendering units? I don't think they'll disappear until you are there and "take custody" of them. Dave Yes, once I moved some infantry to the same building then surrender was finished. It just felt strange that the enemy soldiers kept their hands up forever when my soldiers were threatening them from outside, but wouldn't 100% surrender. I thought IRL hands up means you have already dropped your weapons and are ready to obey the commands of the enemy. Edited December 2, 2021 by SlowMotion 0 Quote Link to comment Share on other sites More sharing options...
Erwin Posted December 2, 2021 Share Posted December 2, 2021 As others mentioned you have to make sure no "non-surrendered" enemy is nearby. 0 Quote Link to comment Share on other sites More sharing options...
LongLeftFlank Posted December 3, 2021 Share Posted December 3, 2021 I can't believe this thread went 1-1/2 pages without anyone saying "think about baseball". My work here is done.... 0 Quote Link to comment Share on other sites More sharing options...
c3k Posted December 3, 2021 Share Posted December 3, 2021 Some good points... 1. Changing the engine-coded surrender mechanics would, as mentioned, "break" earlier scenarios and campaigns. 2. I have no idea how much work it would entail to change the engine-coded behavior. (Morale in this game is more complex than it seems at first glance.) 3. There are work-arounds, again previously mentioned (reinforcements after game end and/or hidden objectives with higher HQ towards the rear), but that may not help for the battles created without them. My suggestion would be to allow the behavior to stay the same...except for this: when the AI wishes to surrender, the game does not end. Instead, the player would get a screen, "The Enemy wishes to Surrender. Do you accept?" with a "Keep Fighting" or "Collect the Prisoners" option. The problem there is that the Global Morale of the defeated enemy will be poor and it may keep trying to surrender, unless that behavior is suppressed. Again, it would entail extra coding and may or may not have unforeseen ramifications. (Complex systems behave in complex manners. ) 1 Quote Link to comment Share on other sites More sharing options...
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