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CMSF vs Armed Assault


Scipio

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I wonder how CMSF will look compared to the new graphical state of art game "Armed Assault"!?

Please note that I have written 'look' - obviously the gameplay can not be compared, since AA is an action game with tactic elements.

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I wouldn't consider ArmA grafical state of the art in any way. For example both Oblivion and Gothik 3 look WAY better than ArmA.

Textures and objects in ArmA look nice but buildings have no real damage model, there's an awful amount of textures popping up at closer distance and performance ranges from so-so to abysmal.

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Please excuse the missunderstanding, I didn't wanted to start a discussion if AA has state of art graphics, but how the CM:SF graphics compete with the AA graphics, which are looking at least noteably better than the CM1x graphics...

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My mistake. ;)

I'm quite positive that CMSF's grafics will actually be better than what's currently shown in Armed Assault. The very early screenshots of CMSF so far already look very good.

OTOH one should keep in mind that the size of the battlefield in ArmA is gigantic compared to the ones that will be featured in CMSF.

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While my Czech copy of ArmA arrived in the post at the weekend, there simply aren't enough screenshots of CM:SF, at the momement, to make any kind of judgment on what on how the two programs will compare.

What has been made available for CM:SF has looked pretty impressive so far, but TBH graphics aren't my main reason for wanting to play CM:SF smile.gif

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Oh, and we're doing even better than that Mikey! A couple of weeks ago Dan modified our Stryker model to have the new superstructure armor kit. Very nice looking indeed :D

Here's a small bone for you guys. Vehicles have hotspots coded into the model and the models have coded "extras" available. CM assigns each vehicle "extras" to these hotspots on a semi-random basis. What I mean by this is one vehicle might have a couple of jerry cans in one spot, the other one a whole bunch of boxes. On one tank there might be a spare roadwheel on the turret, another might have two in the bustle rack along the back. That sort of thing. Means nothing in terms of the game's mechanics, but it sure does make the vehicles look more realistic.

As for the comparison with Armed Assault and other new games. I think CM:SF will compare quite favorably. In some ways we think we have done better, in others we feel we simply hold our own. Because the games are designed for different audiences and types of play (not to mention the budget differences!), there are absolutely some things that these other games can do better than us. The primary one is that although our buildings and urban elements are highly customizable in the Editor, they still will look less diverse than the hand made maps used by other games. That's a tradeoff made to give players unlimited map making capabilities vs. more limited ones (in some cases totally restricted).

Steve

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Originally posted by Battlefront.com:

Here's a small bone for you guys. Vehicles have hotspots coded into the model and the models have coded "extras" available. CM assigns each vehicle "extras" to these hotspots on a semi-random basis. What I mean by this is one vehicle might have a couple of jerry cans in one spot, the other one a whole bunch of boxes. On one tank there might be a spare roadwheel on the turret, another might have two in the bustle rack along the back. That sort of thing. Means nothing in terms of the game's mechanics, but it sure does make the vehicles look more realistic.

*chews happily on bone*

Yummy!

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Just as a note Armed Assault will be so heavily modified by the community in a few months like the original Flashpoint ended up it will not be the same as the original game. Standard units will be made completely different to real life specs.

AA also features real ballistics.

Similar to this new battlefront game id imagine considering how accurate battlefront are with real life ballistics.

But yes its difficut to try and compare the two - two different types of game.

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To go back on topic:

First, Scipio I would not call Armed Assault a shooter and neither is Operation Flashpoint which is the prequel to ArmA.

ArmA and OFP are more tactical infantry simulations rather than shooters. I have been playing Ofp since the first demo which came out in the summer of 2001 and trust me nobody in the community would call Ofp or ArmA a shooter.

ArmA is designed for rather small scale infantry squad based battles (in comparison to the Combat Mission series where you can command Bataillon sized forces and more). Anything more than company sized battles in Ofp are theoretically possible but the game/simulation works best in shortened platoon sized scenarios.

ArmA isnt that much based on suppresion and morale as Combat Mission series games are (and will be in prospect of Shock Force I hope).

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Originally posted by Battlefront.com:

Here's a small bone for you guys. Vehicles have hotspots coded into the model and the models have coded "extras" available. CM assigns each vehicle "extras" to these hotspots on a semi-random basis. What I mean by this is one vehicle might have a couple of jerry cans in one spot, the other one a whole bunch of boxes. On one tank there might be a spare roadwheel on the turret, another might have two in the bustle rack along the back. That sort of thing. Means nothing in terms of the game's mechanics, but it sure does make the vehicles look more realistic.

Steve

Can you do the same thing with individual soldier models?
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M1A1TankCommander,

What a great idea! I hope Battlefront are listening. "Medieval 2 Total War" has gone quite a way towards eliminating the "clone army" look by having subtle differences in dress and equipment between soldiers of the same unit. A modern infantry combat game such as CM:SF could benefit from some differences such as a canteen missing on one soldier, or goggles missing on another etc.

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