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Does new release reflect changes for CMx2 WWII plans?


kgsan

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Well Theatre of War looks very interesting and it will likely be on my Xmas list at the end of the year. However its raised one concern for me. I hope the addition of this game to BFC'sline-up isn't indicative of a change in strategy for their CMx2 games.

Can anyone at BFC reassure their WWII loving CM customers that CMx2 WWII is still planned as the follow on to Shock Force?

Please, . . .

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Thomm,

Will CMx2 WWII be the Theatre of War killer?
That's like asking if chocolate icecream is going to be the killer of vanilla icecream :D The two games are only similar from the outside. Quality, setting, 3D environment, attention to detail, etc. are definitely similar, but the focus of the gameplay is different enough that the two games will certainly compliment each other instead of compete.

Or put another way... do you really think we would publish a game that would kill our Golden Goose? Nope! So think of Battlefront as now having a Golden Goose and a Golden Hen. One can never have enough gold, right ;)

Steve

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Originally posted by Battlefront.com:

Thomm,

</font><blockquote>quote:</font><hr />Will CMx2 WWII be the Theatre of War killer?

That's like asking if chocolate icecream is going to be the killer of vanilla icecream :D The two games are only similar from the outside. Quality, setting, 3D environment, attention to detail, etc. are definitely similar, but the focus of the gameplay is different enough that the two games will certainly compliment each other instead of compete.

Or put another way... do you really think we would publish a game that would kill our Golden Goose? Nope! So think of Battlefront as now having a Golden Goose and a Golden Hen. One can never have enough gold, right ;)

Steve </font>

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Is it fair to say this;

CM is a company/battalion level game, a scale where tanks and vehicles as individual units makes sense.

At this scale WEPLOTWEGO makes sense, and loss of control during GO phases reprsents that scale very well from a command level. Battles are at Point of Contact to Assault.

Above that scale, you would be regiment to divisional level with platoons of units ala PanzerBlitz/Leader.

ToW is squad/platoon level where men are indivdual units. The actions occur at CM's Assault Level / RTS makes sense at this scale for command.

The Pause feature is nice to have, but I wonder if it could involve some penalty for usage for specific scenario needs?

In Real Life, you can't have a Frye on 100 Cups of Coffee event, but some commander types are very good at situational awareness and some are not. Technology and doctrine, as well as unit 'readiness' would affect SA and the response of those being lead.

Pause, however, is the great clickfest equalizer. Works for me in HTTR and CotA.

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Im trying to put this into a classification of a combination of Close Combat and Combat Mission...

The Close Combat likeness being that its smaller in scale (in terms of units on the field) and You cant edit the maps...

I loved the Early CC games so im sure ill definitely buy this, all the while longing for a game map/scenario editor...

Sigh!!!

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Wilhammer,

The scale is one of the major differences, for sure. ToW and CC are closer in scale to each other than ToW and CM. But if I were to peg them together I'd put ToW somewhere inbetween CC and CM. The smaler CM battles (especially CMx2) are on a par with ToW, but the game system is inherently designed to tackle bigger games.

But the main difference, I think, is where the fun comes from. CM leans a bit more towards ultra realism for its fun, ToW a bit more towards cool stuff. The core of each is a model built on accuracy, but slightly differnt flavors of them. As I've said in a few threads thus far, this is EXACTLY what gamers want. It is absolutely pointless to make the same game as the next guy. Gamer's don't want it any more than game developers. Diversity is a very, very good thing.

Now, it is possible that the balance between realism and fun can lean too much towards fun and turn off those looking for realism. We're not worried here. Matt and the CMVEntion goers that played the full game all weekend can tell you why. These guys are about as hardcore as you can get (how many other games inspire people to fly 1/2 way around the world just to play a game?) and they completely and utterly are in love with ToW. They are not the same games but the same players will likely love both.

Steve

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TOW looks good and I will certainly be buying it as well as CM2. But I must say that my own interest is in the other direction for scale.

I want to be able to command a division and not just a battalion and that would mean having a CMBB/AK style battle but where the computer had an AI good enough to handle the micromanagement of the individuals in a platoon of tanks and infantry. That would leave me the time to handle the 100 odd platoon sized units in a division and not worrying about whether tank A can creep forward into a LOS without being spotted first.

I know that the new CMBB will go some way to meeting this but really with modern graphics it should be possible to see the whole division laid out on a terrain as a scaled up CMBB.

cheers

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I hope that ToW is not at all in the slightest as unrealistic as I found the FPS Red Orchestra to be, the more like an ultra improved early CC (with pausing) the better. (A lack of fricking sporning will help obviously.) ;)

I'm up for both ToW and the WWII setting CMX2, CM:SF will have to do until the latter is developed and released though! smile.gif

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