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CMBO:Like the game, but would like better...


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Seems like the quick battle with human unit

selection should allow both humans to see the

map prior to selection. Scenarios that allowed

human unit selection would be nice as well.

Three emails to complete a turn. Can't see

any reason that it couldn't be done in two other

than it would make the programers have to reorder

some stuff. See results of previous move,

compose next move and send.

Vehicle speed and acceleration don't seem to be

affected by grade. Seems like I should be able

race down a hill and struggle to go back up it.

Infantry should be similarly affected, but

probably not speed as much as fatigue. Perhaps

this happens but from the scenarios I've played

It's not clear.

Escape key shouldn't minimize program. It should

behave like spacebar.

Selecting a unit path should select the unit.

If I run a group of vehicles to a distant

location and then want to fine tune their

positions at the end I have to keep panning back

to the start location to select the unit then to

the destination to make the adjustment.

Trails of open ground where a forest transitions

to scattered trees, and most other terrain transitions

doesnt make sense. (Other than open ground

graphics being easier to glue together.)

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First and for most, CMBO is done. BTS has not made any upgrades since 1.12 which dates from Feb of 2001. They have stated that they wil not make any further cahnges to CMBO. We all agree that this is a regretable state of affairs, as this means we will have to wait until the new engine to see any improvements to the Western theatre of operations (well France to Germany, a future installment will cover the Mediteranean and another will cover Germany to France the early war). Hopefuly after the new engine is done we will see a revisit of the time from Overlord to Berlin. Now on to your post:

Close wrote:

Seems like the quick battle with human unit

selection should allow both humans to see the

map prior to selection. Scenarios that allowed

human unit selection would be nice as well.

Yes this would be nice, I may be wrong but CMBB may offer his facility.

Three emails to complete a turn. Can't see

any reason that it couldn't be done in two other

than it would make the programers have to reorder

some stuff. See results of previous move,

compose next move and send.

This feature was created to ensure that there was no way to cheat. Agreed, it is a bit frustrating, but due to the nature of the game play it was the only way to create a cheatless game. What you are suggesting would allow you to rerun the turn multiple times until you got the result you desired. This has been discussed ad nauseum and a search in the 1999 and 2000 archives will result in a number of interesting similar attempts to reorder the process. If you are interested in speed, play TCPIP and you will never complain again.

Vehicle speed and acceleration don't seem to be

affected by grade. Seems like I should be able

race down a hill and struggle to go back up it.

Infantry should be similarly affected, but

probably not speed as much as fatigue. Perhaps

this happens but from the scenarios I've played

It's not clear.

I don't recall what happens in the game in regards to hills and the speed of uints. Keep in mind that the vehicles and their apparent motion are an abstraction and do not really represent actuallity. I am sure another poster will happen along to expound upon this at length.

Escape key shouldn't minimize program. It should

behave like spacebar.

Umm, why? The escape key is way off in left field and on most keyboards is very small. The space bar is used alot and both lefties and righties need to use it. The space bar is large and equally available, I think the spacebar is the correct tool for the job in this interface.

Selecting a unit path should select the unit.

If I run a group of vehicles to a distant

location and then want to fine tune their

positions at the end I have to keep panning back

to the start location to select the unit then to

the destination to make the adjustment.

I don't think anyone will quibble on this one. We all would like better ways of choosing units and adjusting the paths that we direct them on. I hope something is being done for CMBB that will improve things in this area. BTS has spoken at length about what will be in CMBB, I don't recall anything about this, but I haven't been following things clsoesly of late. Perhaps another person will comment.

Trails of open ground where a forest transitions

to scattered trees, and most other terrain transitions

doesnt make sense. (Other than open ground

graphics being easier to glue together.)

Actually this replicates trials in the forest and are very useful for getting your armor around and about. So, they do make sense and idicate the various transitions seen in real forests.

[ February 17, 2002, 06:40 PM: Message edited by: kmead ]

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I don't know where these archives spoken of are, so I'm probably going to get blamed for bringing up a dead topic but, two emails once you are started:

Allied player:

enters password.

Watches movie of turn 1

Enters allied turn 2 orders

Sends

{

turn 1 movie

Turn 1 game state

Allies turn 2 orders

}

Axis player

enters password

Watches turn 1 movie

Enters axis turn 2 orders.

computes turn 2 movie and turn 3 game state

but like now is not alowed to watch movie

send

{

turn 2 movie

turn 3 game state

}

Allied player:

enters password

watches turn 2 movie

enters turn 3 orders

send

{

turn 2 movie

turn 3 game state

Allies turn 3 orders

}

axis player:

eners password

watches turn 2 movie

enters axis turn 3 orders

compute but not watch turn 3 movie

and turn 4 gamestate

send

{

turn 4 gamestate

turn 3 movie

}

and so forth.

If you assume neither player breaks the passwords

( which you have to assume with current system too.) then, I can't see how either player can do anything more than oops I lost my email and hope the opposing player didn't keep a copy. Even so this would seldom help that player any more than the other.

Two emails (1 exchange ) per turn. Both players get same apperance of see last turn, make next orders on every email.

Why not?

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