M1A1TC Posted February 25, 2008 Share Posted February 25, 2008 Here are a couple of module ideas I have 1. CM:Future Warrior Includes: Battalion Predator and Global Hawk UAVs support (can be called to either recon or attack an area) Company Raven UAV support Company SWORDS support Other gadgets 2. CM:Engineers Includes: Mine rollers and plows for Abrams and Strykers. MICLICs Barbed/Concertina wires Ability to breach minefields Claymores for infantry Smoke artillery rounds 0 Quote Link to comment Share on other sites More sharing options...
Code13 Posted February 25, 2008 Share Posted February 25, 2008 I do kinda miss smoke orders for artiller/mortars 0 Quote Link to comment Share on other sites More sharing options...
Cpl Steiner Posted February 25, 2008 Share Posted February 25, 2008 I'd like a theatre module rather than a units module. How about "CM:SF Enduring Freedom - Counter-Insurgency Operations in Afghanistan". Features included in such a module: 1. Taliban Uncon TOE for Red Force; 2. Afghan Army TOE for Blue Force; 3. Unique buildings (dried mud compounds, special tiles for fort walls and towers); 4. Unique terrain (poppy fields; cave entrances); 5. Special rules for moving in tunnels between cave entrances, similar to CMx1 sewer movement; 6. Uncons don't get VIEDs but instead get MPIEDs (man-portable IEDs - a.k.a suicide bombers wearing bomb vests). 0 Quote Link to comment Share on other sites More sharing options...
M1A1TC Posted February 25, 2008 Author Share Posted February 25, 2008 Doesnt this seem more like a whole another game then a module? I think adding units is a lot more realistic? 0 Quote Link to comment Share on other sites More sharing options...
Sequoia Posted February 25, 2008 Share Posted February 25, 2008 Once upon a time in 2006 Steve posted: Please remember that after so much time he has a right to retract some things. Originally posted by Battlefront.com: flamingknives, </font><blockquote>quote:</font><hr />Pity, but you can't have everything.Tell me about it One thing to keep in mind is that we WANT to include everything and the kitchen sink. We tried very hard to do that with CMx1 and even then we didn't get everything in. Unfortunately, that amount of effort was unsustainable and so we all have to adjust our expecations for what is possible. Does this mean that ARRVs are out too? I suppose so, since they would require vehicle recovery.Currently there are no plans for ARRVs because there are no plans for recovery. This is one of those things that not only requires yet another set of unique models and animations, but not insignificant amounts of AI work. People take driving and the phyisics of motion for granted. It's really tough stuff to code. Plus, something has to determine that recovery should happen, how to go about it, with whom, and under what circumstances. There are soldiers out there that go through months, even years, of training to make these sorts of calls. Really tough to jam that into a few bits of code. Then there are things like 'dozer blades on tank - are these gone too? Vehicular minefield clearance? I recall seeing something on MICLIC being in though.MCLIC (mine clearing for you non-technical people) is on our feature list still. It's within the scope of CM and within the realm of "doability" for CM:SF. Hopefully for the initial release. Dozer and mine rollers for tanks will likely be in a follow up Module. We want them in, they are "doable", but with the amount we have on our plates left to do it's probably not going to be in the initial release. Steve </font> 0 Quote Link to comment Share on other sites More sharing options...
M1A1TC Posted February 25, 2008 Author Share Posted February 25, 2008 Awesome, I missed that. I hope they still plan to include that in next patch/module 0 Quote Link to comment Share on other sites More sharing options...
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