tank buster Posted February 21, 2001 Share Posted February 21, 2001 I played Tac Ops 1.0 but my main gripe was the lack of terain modeling mainly 2 elevations. This was going to be a new feature (more elevation variables)in a later release of the game. Otherwise it was an exelent game. I guess I'll find out from the demo. 0 Quote Link to comment Share on other sites More sharing options...
tank buster Posted February 23, 2001 Author Share Posted February 23, 2001 Downloaded the demo, and to my chagrin found out that they way terrain is represented has not been changed at all. C'mon Major your main reason for the lack of elevations was that the game was designed for slower machines. Also many "OPFOR" view chemical weapons as conventional weapons. I can see excluding nuclear weapons as not fitting in with the tactical scope of the game but there is really no valid argument to the exclusion of various chemical weapons except that they are to dificult to model? 0 Quote Link to comment Share on other sites More sharing options...
Guest MajorH Posted February 23, 2001 Share Posted February 23, 2001 I tried to add unlimited elevations in 98 and failed. The show stopper was that it took too long to build one real world map using manual methods. I will get around to another attempt sooner or later. I won't add chemical weapons unless a military customer demands it and pays for it. ------------------ Best regards, Major H majorh@mac.com 0 Quote Link to comment Share on other sites More sharing options...
medlinke Posted February 23, 2001 Share Posted February 23, 2001 It might be nice to see 3 levels though. -1 normal and +1 This way there could be abstracted gullies without having to elevate the whole map. I also think that it'd add alot to the game without taking the massive amounts of time that it would to implement an unlimited or say 10 level elevation model. Three is optimum I think. Keith 0 Quote Link to comment Share on other sites More sharing options...
Guest MajorH Posted February 23, 2001 Share Posted February 23, 2001 The next time that I have a go at more elevations I will probably limit the initial attempt to representing 100 meter differences. If that worked OK, I would likely then try representing 20 meter differences. ------------------ Best regards, Major H majorh@mac.com 0 Quote Link to comment Share on other sites More sharing options...
tank buster Posted February 24, 2001 Author Share Posted February 24, 2001 I believe the most elevation variance I have seen in a turn based wargame was 6, hell come to think of it that would be any computer wargame that I have seen real time included. BTW that was HPS's line of WW2 wargames. 0 Quote Link to comment Share on other sites More sharing options...
James Sterrett Posted February 25, 2001 Share Posted February 25, 2001 The most variance is probably BCT, which appears to use digital maps of real-world locations. Then again, BCT doesn't handle anywhere near as many types of terrain on top of the elevation as TacOps.... 0 Quote Link to comment Share on other sites More sharing options...
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