Hpt. Lisse Posted January 4, 2004 Share Posted January 4, 2004 I agree with Salkin - I think we're talking about having full squads (w/correct weapons) represented and performing basic animations - not maneuvering realistically. A hotkey would turn this off for slower systems, or it could be POV dependent (breaks into 12 men when close enough). Remember, too, that implementing such details is also a product of efficient & optimized code - a good example of this is 1C/Maddox IL-2 flight sim - which provides good detail without requiring the latest Alienware to play smoothly. I like the idea of half squads routing/breaking off - what I would love to see is Sgt. Penn of 3 Sqd, 1st Plt. getting killed and Cpl. Numbnuts assuming command. This should hold true for HQ units, etc. - the highest ranking officer should be able to get knocked off. (In fact, they would be preferred targets for snipers...) There are several great ideas for the campaign elements in this and other threads - the afforementioned Total War methodology should be the absolute minimum for CMX2. Speaking of 1C/Maddox, it will be interesting to see how their upcoming Wartime Command turns out - better than EYSA no doubt, but legit strategy game or wanton clickfest? We shall see. By the way, did Charles indeed choose to go with OpenGL instead of Direct3D for the CMX2 engine? Hpt. Lisse 0 Quote Link to comment Share on other sites More sharing options...
Denwad Posted January 4, 2004 Share Posted January 4, 2004 Yes that's what we're talking about. The INDIVIDUAL soldier being modeled like a regular squad in CM. To get an idea, play Close Combat. It's very fun, but the RTS aspect is pretty lame sometimes. 0 Quote Link to comment Share on other sites More sharing options...
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