stoex Posted January 9, 2009 Share Posted January 9, 2009 +1 on more tooltips! Ammo count, equipment icons (I can never remember what they all are), specialist icons (engineer, AT, sniper etc.), type of ammo on arty/air support assets to name a few 0 Quote Link to comment Share on other sites More sharing options...
salwon Posted January 9, 2009 Share Posted January 9, 2009 -Lastly, finer division of the battlefield so that we are not forced to move on big 20x20 m squares (or whatever size it is). According to what I've read on this forum however, this one doesnt seem likely. 8x8m. We're not going to get any finer resolution than that, and in any case most machines wouldn't be able to run it anyway. Note that the 64m^2 resolution is ONLY for command purposes - hit calculations/projectile paths are calculated at a much finer scale length, down to the polygon. So you may only be able to target the 8x8 square, but unlike in CMx1 your shots can miss by a few centimeters. The only small improvements (ie, not water or coop) that I would like to see is popover tooltips. The toolbar shows a ton of information, more than we need, but it's not too helpful when you have to keep jumping to the manual to find out what something is. I think 1.10 introduced a popup over a weapon icon, which is a good start, but ammo (esp. arty and air) needs something similar. 0 Quote Link to comment Share on other sites More sharing options...
acrashb Posted January 9, 2009 Share Posted January 9, 2009 Bump that...so true.! No. What we are is people who want to lay down five or ten waypoints for road movement (or cover-hugging movement, or any movement where exact positioning of multiple vehicles matters) instead of fifty or one hundred. Saving time and increasing realism. The Tacops method would be a step up from nothing, but true "follow me" would be better, or even better formation movement (line, wedge, echelon right/left, etc.). It's all about making movement-to-contact easier and more realistic - both good goals. As for the "what will happen to the movement if..." scenarios: enemy action ==> dump the movement commands and go into self-preservation mode - or whatever - in the end this is a straw-man objection. 0 Quote Link to comment Share on other sites More sharing options...
flamingknives Posted January 9, 2009 Share Posted January 9, 2009 I've always found that the current crop of movement commands are adequate for moving in convoy but it can fall apart if I try to run vehicles too close together. Just my opinion, although I do notice that if you plot long, coarse moves, the TacAI is usually pretty good at doing the fine work. 0 Quote Link to comment Share on other sites More sharing options...
vincere Posted January 9, 2009 Share Posted January 9, 2009 +1 on more tooltips! Ammo count, equipment icons (I can never remember what they all are), specialist icons (engineer, AT, sniper etc.), type of ammo on arty/air support assets to name a few Yep eqip icons has be going back to the manual too. Max efefctive range on small arms wouldn't hurt either. 0 Quote Link to comment Share on other sites More sharing options...
Flanker15 Posted January 10, 2009 Share Posted January 10, 2009 -Expansion of the campaign system to add intermission sections for unit status and repairs, instead of a unit being permantly damaged/destroyed/injured for the rest of the campaign and no re-enforcments/repairs ever arriving. -Environment fires -Persistant ground damage and unit placements/status for multiple battles that are on the same area. -More difference between KE and fuse detonated ammo, so that KE shells stop when they run out of energy instead of on the first thing they hit. Eg: a bunch of bushes can stop a SABOT shell at the moment. -Multi-core support 0 Quote Link to comment Share on other sites More sharing options...
Delta228 Posted January 10, 2009 Share Posted January 10, 2009 Not so much an addition to the game engine as to the scenario editor PLEASE, PLEASE, PLEASE add a "Are You Sure You Want To start a New Scenario?" or "All Unsaved Changes Will Be Lost" popup when you click the New button in the scenario editor, because I just worked for over a half hour and forgot to save, then when i went to click on one of the arrows on the top left, i accidentally hit New. Boom. Everything gone. >.< 0 Quote Link to comment Share on other sites More sharing options...
stikkypixie Posted January 10, 2009 Share Posted January 10, 2009 -More difference between KE and fuse detonated ammo, so that KE shells stop when they run out of energy instead of on the first thing they hit. Eg: a bunch of bushes can stop a SABOT shell at the moment. This is already in. Maybe your round got deflected too much, but I have seen 2 of my tanks taken out by the same round. 0 Quote Link to comment Share on other sites More sharing options...
Other Means Posted January 10, 2009 Share Posted January 10, 2009 Not so much an addition to the game engine as to the scenario editor PLEASE, PLEASE, PLEASE add a "Are You Sure You Want To start a New Scenario?" or "All Unsaved Changes Will Be Lost" popup when you click the New button in the scenario editor, because I just worked for over a half hour and forgot to save, then when i went to click on one of the arrows on the top left, i accidentally hit New. Boom. Everything gone. >.< OUCH . 0 Quote Link to comment Share on other sites More sharing options...
orwell Posted January 11, 2009 Share Posted January 11, 2009 Max efefctive range on small arms wouldn't hurt either. With all the amazing improvements, this is one of the bigger ones I'd like to see anymore. I'm really not familiar with these weapons personally, so I have no idea whether I'm ordering my men to kill the enemy, or to expose themselves to something nasty. 0 Quote Link to comment Share on other sites More sharing options...
Delta228 Posted January 11, 2009 Share Posted January 11, 2009 After messing around in the editor some more, here are some more sugesstions: 1. T-Junctions for trenches and walls 2. More diverse selection of diagonal buildings. 3. Autosave (see above) 4. smoother ground contours 5. flavor objects on 2D Thats about it for now.... 0 Quote Link to comment Share on other sites More sharing options...
vincere Posted January 12, 2009 Share Posted January 12, 2009 -Expansion of the campaign system to add intermission sections for unit status and repairs, instead of a unit being permantly damaged/destroyed/injured for the rest of the campaign and no re-enforcments/repairs ever arriving. -Environment fires -Persistant ground damage and unit placements/status for multiple battles that are on the same area. Yep expansion of the campaign system would be appreciated. This got me thinking that with the more limited geographical focus of modules why not a fully dynamic operational map made up of 2.5 to 5km cm battle maps. 0 Quote Link to comment Share on other sites More sharing options...
stoex Posted January 12, 2009 Share Posted January 12, 2009 -Persistant ground damage and unit placements/status for multiple battles that are on the same area. -Multi-core support Intersting point Flanker15.....I just finished Semper Fi Mission 1, and when Mission 2 started (which is set directly after the first), all my scouts started in exactly the same places they were at the end of Mission 1 (which may have been a coincidence since there were few units and they were distributed across the objectives). However, the buildings that my F-15 and arty had flattened were all rebuilt and quite a few other buildings demolished instead....which was a little weird. Multi-core support should be a must these days, I hope this will be realized though AFAIK we haven't had any confirmation on this from BF yet.... 0 Quote Link to comment Share on other sites More sharing options...
Delta228 Posted January 12, 2009 Share Posted January 12, 2009 I was thinking they could add an CMBO style Operation, rather than a full blown campaign for the persistent ground damage and such. 0 Quote Link to comment Share on other sites More sharing options...
RadioactiveMan Posted January 12, 2009 Share Posted January 12, 2009 8x8m. We're not going to get any finer resolution than that, and in any case most machines wouldn't be able to run it anyway. Note that the 64m^2 resolution is ONLY for command purposes - hit calculations/projectile paths are calculated at a much finer scale length, down to the polygon. So you may only be able to target the 8x8 square, but unlike in CMx1 your shots can miss by a few centimeters. The only small improvements (ie, not water or coop) that I would like to see is popover tooltips. The toolbar shows a ton of information, more than we need, but it's not too helpful when you have to keep jumping to the manual to find out what something is. I think 1.10 introduced a popup over a weapon icon, which is a good start, but ammo (esp. arty and air) needs something similar. Salwon you are of course right about the targeting in 8x8; and its true that fining the resolution would up the requirements for the game. No way to get around that I guess... Not to mention that going to, say, 4x4 would exponentially increase the time it takes to make a map! :eek: What I am really after here is more variety in building types/shapes/sizes, and finer resolution for movement of infantry. I want more control over my little guys, but maybe that is making the game too much of an infantry sim, as 8x8 is quite sufficient for big vehicle battles. Also, in regards to T-intersections for walls and trenches: You can fake it by using the diagonals: ../ /.\ ...hopefully that little diagram makes sense. Actually you can do alot of interesting things if you turn everything by 45 degrees... I've found it provides alot of interesting options you cant get if you keep everything aligned the same direction. Plus, it makes the maps feel less rigid and grid like- always a good thing! 0 Quote Link to comment Share on other sites More sharing options...
salwon Posted January 12, 2009 Share Posted January 12, 2009 What I am really after here is more variety in building types/shapes/sizes, and finer resolution for movement of infantry. I want more control over my little guys, but maybe that is making the game too much of an infantry sim, as 8x8 is quite sufficient for big vehicle battles. Well, considering how well infantry is modeled already I don't think it's unreasonable to ask for a slight improvement I love the way 1.10 shows you exactly what action spot you're going to, which makes it easy to see where the teams will end up, but I agree that when controlling a platoon a little more fidelity would be nice. More buildings types/sizes/whatever is almost guaranteed for Normandy. Now that I think about it, I wonder if they'll add in fort-type structures at any point. I know they're working on changing pillbox behavior, I wonder how hard it will be to code in a Metz like structure! 0 Quote Link to comment Share on other sites More sharing options...
Spindry69 Posted January 16, 2009 Share Posted January 16, 2009 One improvement I think would be nice is being able to adjust the in game volume. I like to watch videos, ect on dual monitors while playing and the gunfire and explosions can get pretty loud. 0 Quote Link to comment Share on other sites More sharing options...
Racan Posted January 16, 2009 Share Posted January 16, 2009 I would like to see implementation of reloading ready rack times on tanks. For example in game the M1A2 SEP can fire 36 rounds as if all of them were ready to fire but AFAIK in the real tank only 18 are inside the ready rack and ready to use, the other 18 are stored in a semi-ready rack and 6 more in the hull in total 42 rounds. 0 Quote Link to comment Share on other sites More sharing options...
Rekka Posted January 16, 2009 Share Posted January 16, 2009 I would like to be able to directionally deploy smoke instead of having to issue a face command first. Since I mainly play in WeGo mode, it can be frustating sometimes. 0 Quote Link to comment Share on other sites More sharing options...
JSB Posted August 23, 2009 Share Posted August 23, 2009 - A "Move by road" command. I can't see much difference between on and off-road with the modern vehicules of CMSF, but I remember there was a huge difference for the WW2 wheeled vehicles. As the game is now designed also for RT, a such simple instruction as "Get to this point by the road" (but perhaps not so simple to code) should be simple to give. - A "Follow" command. An Infantry unit may have to follow another one; vehicles may move in convoy by following the preceeding one; infantry unit may follow a vehicle to move under cover, etc... - Definitely an EXIT victory condition! 0 Quote Link to comment Share on other sites More sharing options...
hcrof Posted August 23, 2009 Share Posted August 23, 2009 Any follow command should really come with AI to deal with a contact if it happens. If the lead vehicle goes up in flames I would be pretty annoyed to have all the other ones just sit there. Which brings us to... Contact drills! Realistic automatic responses to enemy fire based on a preset ROE Come on BFC, you know you want to tackle that monster of coding 0 Quote Link to comment Share on other sites More sharing options...
[hirr]Leto Posted August 23, 2009 Share Posted August 23, 2009 I don't know if it already is built into CMSF, since I've only got the main game so far, but how about use of captured equipment? Also, is there a current ability for the game engine to tow or bump immobilized vehicles out of harms way or into better LOS for continued usage of the vehicle? Also, according to the academic literature on South Park, individuals crap their pants when they die in a most humourous manner. Would it be possible to get it to this level of realism with our poop filled pixel truppen? Lastly, I would love to see female soldiers... just leave the rest to the pervert modders out there... (you know who you are... especially the guy who replaced cannons with large male genitalia...) Cheers! Leto * Now we can play Sesame Street's "one of these things are not like the other" and you guys can try to figure out which one of these requests is not real. 0 Quote Link to comment Share on other sites More sharing options...
Pvt. Ryan Posted August 23, 2009 Share Posted August 23, 2009 Leto;1152850'] Also, according to the academic literature on South Park, individuals crap their pants when they die in a most humourous manner. Would it be possible to get it to this level of realism with our poop filled pixel truppen? Have you not noticed the brown bases for dead soldiers? Wounded piss their pants - yellow bases Seriously wounded bleed a lot - red bases Dead crap their pants - brown bases 0 Quote Link to comment Share on other sites More sharing options...
Pinetree Posted August 24, 2009 Share Posted August 24, 2009 Have you not noticed the brown bases for dead soldiers? Wounded piss their pants - yellow bases Seriously wounded bleed a lot - red bases Dead crap their pants - brown bases There's an old army saying that adrenaline is brown and lumpy,so I always thought that they should go brown the first time a round goes off near their head. 0 Quote Link to comment Share on other sites More sharing options...
Thomm Posted August 24, 2009 Share Posted August 24, 2009 My improvement list is always ready for threads like this ... Gun elevation limitsMinimum engagement ranges for tank weapons (related to gun elevation)Peeking/shooting around cornersDetailed AAR (a text log file would do). Spotting information shared by adjacent units not belonging to the same platoon (or higher)Limit shooters per windowLOS across sharp terrain edgesWays of keeping infantry away from balconiesPersistent map damageBetter burning vehicles effectsShaded grass More elegant way to select branch in campaign instead of winning/loosing.Buildings leave 3D heap (think inverse shell hole)Improved/fixed quick battle selection Improved editor UI (flavor objects, in particular)Targetable smoke for infantry (obsolete? Seems to work well now.) 0 Quote Link to comment Share on other sites More sharing options...
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