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Issues not fixed by 1.02 Patch


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Well, you know what the grunts call FM Radio? "F*CKING MAGIC". Why? Because when it works it does so for strange and mysterious reasons, then stops working again for more strange and mysterious reasons :D Having a radio that you can't hear and/or give instructions on doesn't do much good. One Battalion CO in Iraq said they brought 50 different brands of commercial radios to test for a replacment for the cumbersome Army issued Squad Radio. Most of them were utterly useless despite technically having the same or similar specs.

Anyway, that's just an aside :D

RT has its realism problems, so does WeGo. I find it amusing that nearly 10 years into this debate (i.e. since we first announced CMBO) that we are STILL having this same, tired discussion. The only REAL way to have command is to play in First Person with no more control over anything than a real commander would have. And for those who don't know this, it ain't much ;) Well, at least in wargame terms it isn't.

Steve

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Well, you know what the grunts call FM Radio? "F*CKING MAGIC". Why? Because when it works it does so for strange and mysterious reasons, then stops working again for more strange and mysterious reasons :D Having a radio that you can't hear and/or give instructions on doesn't do much good. One Battalion CO in Iraq said they brought 50 different brands of commercial radios to test for a replacment for the cumbersome Army issued Squad Radio. Most of them were utterly useless despite technically having the same or similar specs.

Anyway, that's just an aside :D

RT has its realism problems, so does WeGo. I find it amusing that nearly 10 years into this debate (i.e. since we first announced CMBO) that we are STILL having this same, tired discussion. The only REAL way to have command is to play in First Person with no more control over anything than a real commander would have. And for those who don't know this, it ain't much ;) Well, at least in wargame terms it isn't.

Steve

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Well, you know what the grunts call FM Radio? "F*CKING MAGIC". Why? Because when it works it does so for strange and mysterious reasons, then stops working again for more strange and mysterious reasons :D Having a radio that you can't hear and/or give instructions on doesn't do much good. One Battalion CO in Iraq said they brought 50 different brands of commercial radios to test for a replacment for the cumbersome Army issued Squad Radio. Most of them were utterly useless despite technically having the same or similar specs.

Anyway, that's just an aside :D

RT has its realism problems, so does WeGo. I find it amusing that nearly 10 years into this debate (i.e. since we first announced CMBO) that we are STILL having this same, tired discussion. The only REAL way to have command is to play in First Person with no more control over anything than a real commander would have. And for those who don't know this, it ain't much ;) Well, at least in wargame terms it isn't.

Steve

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If you really want a realistic simulation of commanding units in combat, then Battlefront can take care of that quite easily. A radio simulator, a map (maybe even one you can print out!), and a GPS system.

That's about it. Maybe some simulated officers kissing your ass. Then some simulated NCO's rolling their eyes when you're not looking, or second guessing you.

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If you really want a realistic simulation of commanding units in combat, then Battlefront can take care of that quite easily. A radio simulator, a map (maybe even one you can print out!), and a GPS system.

That's about it. Maybe some simulated officers kissing your ass. Then some simulated NCO's rolling their eyes when you're not looking, or second guessing you.

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If you really want a realistic simulation of commanding units in combat, then Battlefront can take care of that quite easily. A radio simulator, a map (maybe even one you can print out!), and a GPS system.

That's about it. Maybe some simulated officers kissing your ass. Then some simulated NCO's rolling their eyes when you're not looking, or second guessing you.

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Hmmm looks like a good time to mention that POA2 (again) is the ultimate commander's simulation for those who want to try something with ultimate realism. No fancy graphics but you get the quirks of SITREP delays due to comms bandwidth, friendly fog of war, etc. But ultimate realism is not fun.

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Hmmm looks like a good time to mention that POA2 (again) is the ultimate commander's simulation for those who want to try something with ultimate realism. No fancy graphics but you get the quirks of SITREP delays due to comms bandwidth, friendly fog of war, etc. But ultimate realism is not fun.

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Hmmm looks like a good time to mention that POA2 (again) is the ultimate commander's simulation for those who want to try something with ultimate realism. No fancy graphics but you get the quirks of SITREP delays due to comms bandwidth, friendly fog of war, etc. But ultimate realism is not fun.

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I could do with a refresher on how command delays work in CM:SF, if indeed they are even in CM:SF.

My feeling would be that some sort of delay should be added to an order depending on how "in command" the unit is in both RT and WEGO mode, just to take into account that verbal communication, either face to face or over a radio net, is not instantaneous. Giving orders whilst paused in RT is essential IMHO as the player can't be everywhere at once and needs to be able to stop the action now and again to check all the map.

One possible improvement would be to build up "pause time" during RT and allow the player to spend it to give orders whilst paused. When you paused the game the clock would be ticking, and eventually RT would automatically kick in again, so you wouldn't have all day to give orders. Leaving the game in RT for a long period would give you a good amount of time to issue new orders the next time you paused the game.

For this to work there would also have to be some other option for genuine pauses (like player meal times etc). These genuine pauses would switch to a blank screen with instructions on it telling the player how to switch back to the game.

This is not an original idea - it was first used in a game called "Space Hulk".

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I could do with a refresher on how command delays work in CM:SF, if indeed they are even in CM:SF.

My feeling would be that some sort of delay should be added to an order depending on how "in command" the unit is in both RT and WEGO mode, just to take into account that verbal communication, either face to face or over a radio net, is not instantaneous. Giving orders whilst paused in RT is essential IMHO as the player can't be everywhere at once and needs to be able to stop the action now and again to check all the map.

One possible improvement would be to build up "pause time" during RT and allow the player to spend it to give orders whilst paused. When you paused the game the clock would be ticking, and eventually RT would automatically kick in again, so you wouldn't have all day to give orders. Leaving the game in RT for a long period would give you a good amount of time to issue new orders the next time you paused the game.

For this to work there would also have to be some other option for genuine pauses (like player meal times etc). These genuine pauses would switch to a blank screen with instructions on it telling the player how to switch back to the game.

This is not an original idea - it was first used in a game called "Space Hulk".

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I could do with a refresher on how command delays work in CM:SF, if indeed they are even in CM:SF.

My feeling would be that some sort of delay should be added to an order depending on how "in command" the unit is in both RT and WEGO mode, just to take into account that verbal communication, either face to face or over a radio net, is not instantaneous. Giving orders whilst paused in RT is essential IMHO as the player can't be everywhere at once and needs to be able to stop the action now and again to check all the map.

One possible improvement would be to build up "pause time" during RT and allow the player to spend it to give orders whilst paused. When you paused the game the clock would be ticking, and eventually RT would automatically kick in again, so you wouldn't have all day to give orders. Leaving the game in RT for a long period would give you a good amount of time to issue new orders the next time you paused the game.

For this to work there would also have to be some other option for genuine pauses (like player meal times etc). These genuine pauses would switch to a blank screen with instructions on it telling the player how to switch back to the game.

This is not an original idea - it was first used in a game called "Space Hulk".

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