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Normandy question


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I was unable to find any info in other threads so I'll ask here. Are POW's and prisoner taking going to be a part of the Normandy game? this was a cool tactical feature in CMAK and CMBB and it brings more depth to the game play. especially on the rare occasion that POW's escape, and have a chance to run.

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I hope they throw their hands in the air/hands on helmets first, then evaporate after like the "!" we have now. If a friendly also evaporates to take them to the rear, that would also be nice.

Surrender is "chrome" to most other games, which baffles me given the amount of casualties listed as "missing/captured" after most western front engagements. It's a good number, and any simulation worth it's salt must recognize this. CM does, of course.

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Yeah, I thought of that too. But in the span of a tactical engagement, it has the potential to be a bit too gamey. Too make Intel rewards credible you'd have to all kinds of delays and condirtions. More effort then it is worth, imho.

Good to hear something is being improved. The sight of a string of prisoners heading to a rear area always was more satisfying to me then the scoring gained from them. Having them go *!* just doesn't cut it.

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There's a completely new system in the game now. Instead of points, you gain gold by capturing high ranking Nazi officers. With this gold you can buy artillery strikes and other upgrades. The objective is to capture a bank vault full of gold, the location of which you will find by interrogation of POWs.

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How about a bonus INTEL feature for capturing the enemy? Finding a hidden bunker? Revealing what unit is located in the barn? Etc? (As well as a point bonus, if the designer so chooses.)

Ken

I was wondering about the exact same thing.

Would be cool if we'd get an "?" at some point on the map, and like in vegas, there might be contacts there or there might not be..

Too much stuff going on to make that happen, I'd rather just have the game announced so I can show the wife what I want for christmas. :P

She says I'm not allowed to wish for "intangible stuff", like air-castle games or happiness.

It's like being in a Dickens novel!

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There's a completely new system in the game now. Instead of points, you gain gold by capturing high ranking Nazi officers. With this gold you can buy artillery strikes and other upgrades. The objective is to capture a bank vault full of gold, the location of which you will find by interrogation of POWs.

There's also Nazi zombies in the game too. I can't wait, it's gonna be soo rad! :D

nazi-zombies.jpg

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I was wondering about the exact same thing.

Would be cool if we'd get an "?" at some point on the map, and like in vegas, there might be contacts there or there might not be..

Too much stuff going on to make that happen, I'd rather just have the game announced so I can show the wife what I want for christmas. :P

She says I'm not allowed to wish for "intangible stuff", like air-castle games or happiness.

It's like being in a Dickens novel!

Sounds like your wife has you on a technicality!

BTW, is she implying that CM:Normandy is vaporware? Heh.

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Dealing with POWs is even more difficult to do as dealing with casualties. CMx1 didn't deal with first aid or mobility problems at all, CMx2 does to some degree. CMx1 had abstracted prisoner escorting, CM:SF had none. CM: Normandy has something inbetween. There is no prisoner escorting, but there are conditions which must be met to successfully capture enemy soldiers.

In real life when prisoners are taken the combat usually comes to a screeching halt. Which is why there were a lot more killings of POWs than anybody would like to admit. The captured enemy are usually escorted to a predetermined collection point and put under guard by dedicated units (MPs, if possible). The soldiers which escorted the prisoners would then return to their parent unit as soon as possible.

During large operations, where prisoners were expected, soldiers would be pre-assigned duties to escort prisoners. These soldiers were often from support units, HQs, or other non-combat units. That would allow the combat units the shortest possible distraction.

All of these things are incredibly difficult to simulate for one or more reasons. Over time I would like to see us evolve the system to be far more literal. Including having to specify collection points and what not. But that's for another day.

Steve

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Sounds like your wife has you on a technicality!

BTW, is she implying that CM:Normandy is vaporware? Heh.

Hehe, no. She doesn't play computer games, and I've been all like "CM:N!!!" for a while.

"What's that, dear?", then I have to explain that it isn't actually available, etc. and she gets pissy because she doesn't care about "things that don't exist".

So, as soon as it is announced, I'll show her. And when the pre-order is online... hellz yeah.

:D

let's go, BFC!

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In real life when prisoners are taken the combat usually comes to a screeching halt. Which is why there were a lot more killings of POWs than anybody would like to admit. The captured enemy are usually escorted to a predetermined collection point and put under guard by dedicated units (MPs, if possible). The soldiers which escorted the prisoners would then return to their parent unit as soon as possible.

Steve

During large-scale exercises, some of my buddies would joke around and say "the prisoners tried to escape", because they didn't want the job of escorting them 10km by foot.

They felt it easier to "shoot them".

I'm happy as long as there's prisoners to take in CM:N. :)

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No! Do not "take your time" with CM:N. I'm sincerely happy for the modern warfare guys, but some of us are disinterested in CMA and NATO but still want to give you our money.

So with the release of the latest products, I hope it's full speed ahead with Normandy. Bring on the dedicated forum!

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I'd love to see captured soldier gain a "PW" icon over their head, much like the "!" icon for men who have broken. The icon would fade as the prisoners disappeared. Bonus points if the "PW" were shown in black and white stripes!

- Points for PW's determined by scenario design.

- Designer's option to tell player whether they get points or not.

- Morale tracking for accepting PW's or not. (Enraged pixeltruppen gun them down.)

- Repercussion for seeing your buddies get hosed when they surrender means YOUR guys won't accept surrender anymore.

- Possible intel benefit simulating quick battlefield interrogation; subject to lies. (The "?" which appears may or may not be real.)

- Obviously more points for higher rank (or scenario designated capture target); More intel "?"s for higher rank. (Don't let your Colonel get caught!)

All cool...

Ken

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