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RE: Another PREVIEW - 8/5/2007 10:15:13 PM   
JudgeDredd


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Chad

I understand your sentiments. As a developer, it's an uphill struggle at best and a damn pita trying to get users to do things "a new way". People don't generally take too well to change.

I've just played it on RTS and though I do pause alot, it's very playable. Just played the first campaign mission and it was a blast. Alot of units, artillery kicking off, Syrian tank reinforcements turning up and catching my Strykers out in the open....

I do hope they re-introduce the stacking commands again, so I can play WEGO...that system, for me, was a godsend. In between RTS and turn based, I thought it ingenius, but it's broke in SF.

The game is very playable in RTS though, but you do need to pause. Not really much difference between pausing on your own and having the game do it automatically every 60 seconds...except doing it on your own you have more control....although you do have to keep your eyes open on your troops more


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RE: Another PREVIEW - 8/6/2007 2:33:07 AM   
helm123456789

 

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Chad,

I'm not defending one game or the other, but the problem is the fact that Shock Force's AI is completely scripted. Which really means that no AI is present. I bought TOW without knowing (should have tried demo) that the AI is nothing more than scripting moves. That really kills replayability and any surprise of having units show up from no where.

I like to design my own what-if scenarios to play out, but with needing to script the AI's moves I dont think that will be much fun. Unless you enjoy setting up ambushes every game.

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RE: Another PREVIEW - 8/6/2007 9:50:48 AM   
Tomus

 

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I'm quite enjoying Shock Force. Its great fun. The pathfinding is a touch annoying but when you puzzle out the level its enormously satisfying. And the RTS mode is brilliant.

< Message edited by Tomus -- 8/6/2007 9:52:10 AM >

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Post #: 153
RE: Another PREVIEW - 8/8/2007 12:25:26 AM   
JudgeDredd


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Bugger

Played again in RTS mode and realised you cannot give orders on pause...which kind of negates the use of the pause (almost).

Oh well....back to waiting for a patch to fix order stacking so I can play WEGO...or allow you to issue orders when pause.

Shame, 'cos it was fun in RTS - just not very playable without being able to pause.


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RE: Another PREVIEW - 8/8/2007 12:34:35 AM   
Hertston


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quote:

ORIGINAL: JudgeDredd

Played again in RTS mode and realised you cannot give orders on pause...


Yes you can. Just not in 'Elite' mode, and they are changing that in 1.02.

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RE: Another PREVIEW - 8/8/2007 12:51:28 AM   
JudgeDredd


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Excellent news...thx Hertston (now I've seen you post this, I remember someone else (you?) posting it earlier in this thread.

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Post #: 156
RE: Another PREVIEW - 8/8/2007 9:28:58 PM   
Kuokkanen

 

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Just came to mind say that there have been in recent history plenty of wars that would have qualified for historical game of modern combat: Gulf Wars, Afghanistan and wars of former Yugoslavia just to name few. Has anyone asked from devs why they picked fictional Syrian war instead one of those?

< Message edited by Matti Kuokkanen -- 8/8/2007 9:31:47 PM >


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RE: Another PREVIEW - 8/9/2007 6:49:49 PM   
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Well, any Afghan conflict isn't really going to involve much in the way of armored combat. And if you go with ex-Yugoslav nations, who do you go with?

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RE: Another PREVIEW - 8/9/2007 9:38:58 PM   
Kuokkanen

 

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quote:

ORIGINAL: Arctic Blast

And if you go with ex-Yugoslav nations, who do you go with?

NATO. Or... who the Hell was it... Mihailcovich or something like that.

[edit]
Yeah, NATO vs Mihailcovich... or something like that.

< Message edited by Matti Kuokkanen -- 8/9/2007 9:39:11 PM >


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Post #: 159
RE: Another PREVIEW - 8/10/2007 7:58:56 PM   
Arctic Blast


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quote:

ORIGINAL: Matti Kuokkanen

quote:

ORIGINAL: Arctic Blast

And if you go with ex-Yugoslav nations, who do you go with?

NATO. Or... who the Hell was it... Mihailcovich or something like that.

[edit]
Yeah, NATO vs Mihailcovich... or something like that.


I believe you're thinking of Milosevic?

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RE: Another PREVIEW - 8/10/2007 8:22:17 PM   
Hertston


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Make it interesting... drag the Russians in on the Serbian side.

BTW, 1.02 has been released.


< Message edited by Hertston -- 8/10/2007 11:08:14 PM >

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RE: Another PREVIEW - 8/12/2007 2:36:11 AM   
Yoozername

 

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I wonder if it can be used as a training aid for al quaeda and other hostile forces fighting in iraq?  Since it features IEDs and irregular forces, maybe Bafflefront should market it overseas in the arab  world under another name?  Perhaps 'Sheik Force: Death to the USA'?

In all honesty, the subject matter is sickening.  I played the demo and that's that.  Good luck Baffledfunk.

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RE: Another PREVIEW - 8/12/2007 11:00:59 AM   
Arctic Blast


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To me, this doesn't have a ton of draw, because when I'm playing a war game, I like BATTLE (hence my enjoyment of WW2 games), not playing a one sided conflict that should result in nothing more than an absolute whupping.


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RE: Another PREVIEW - 8/12/2007 5:30:28 PM   
Yoozername

 

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I found the game just annoying in its interface.  An immediate turn-off.  It is not a matter of re-learning, its a matter of 'throwing the baby out with the bath water'.  If the game demands quick and simple interface, why get rid of a quick and simple interface????  The mouse driven menus have been fine since ...CC?

But aside from things that can be fixed or modded by customers (a pain), the fact is that there are multiple layers of problems going on in their product.  Many are very un-realistic and seem to have been driven by the mad desire to have 1:1 modeling. 

In any case, BF needs to really re-evaluate where they have slipped-on-the-slope.  I think the subject matter is awful.  Highly-story driven?  Whatever.

BF may actually be like the Bush administration.  Very little actual military service amongst themselves, but willing to send digital soldiers off to a deadly computer war.  Perhaps a surge in patches can finally resolve this BushFront dilemma?

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RE: Another PREVIEW - 8/13/2007 12:39:09 AM   
ravinhood


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Two games with senseless hypothetical killing: Grand Theft Auto San Andreas or Combat Mission Shock Force, which game has the most fun elements of play value, fun factor and decent ai? Grand Theft Auto San Andreas and you can give all the civilians military weapons and have much more fun than you can with Combat Mission Shock Farce. Trust me, try it in military mode you'll see what a blast GTA:SA is. ;)

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RE: Another PREVIEW - 8/13/2007 12:44:08 AM   
Hertston


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quote:

ORIGINAL: Yoozername

I found the game just annoying in its interface.  An immediate turn-off.  It is not a matter of re-learning, its a matter of 'throwing the baby out with the bath water'.  If the game demands quick and simple interface, why get rid of a quick and simple interface????  The mouse driven menus have been fine since ...CC?



Mouse driven menus are no good for real-time, and CMSF has been designed around real time. I actually like the UI, especially as slightly improved with 1.02; it's fast and efficient once you get used to it.

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RE: Another PREVIEW - 8/13/2007 1:23:21 AM   
JudgeDredd


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quote:

ORIGINAL: ravinhood

Two games with senseless hypothetical killing: Grand Theft Auto San Andreas or Combat Mission Shock Force, which game has the most fun elements of play value, fun factor and decent ai? Grand Theft Auto San Andreas and you can give all the civilians military weapons and have much more fun than you can with Combat Mission Shock Farce. Trust me, try it in military mode you'll see what a blast GTA:SA is. ;)

No thanks

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RE: Another PREVIEW - 8/13/2007 9:15:02 AM   
Sarge


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You having fun inserting your partisan shots

quote:

ORIGINAL: Yoozername
I wonder if it can be used as a training aid for al quaeda and other hostile forces fighting in iraq?  Since it features IEDs and irregular forces, maybe Bafflefront should market it overseas in the arab  world under another name?  Perhaps 'Sheik Force: Death to the USA'?
.




quote:

ORIGINAL: Yoozername

BF may actually be like the Bush administration. Very little actual military service amongst themselves, but willing to send digital soldiers off to a deadly computer war. Perhaps a surge in patches can finally resolve this BushFront dilemma?


Look you want to bash on BF and their current title………what ever, that’s your business ,but that’s some sick $hity things to say.

it ends


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RE: Another PREVIEW - 8/13/2007 12:03:28 PM   
ravinhood


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I thought it was rather funny myself. ;)

Also, I think this pretty much sums it up and nails the coffin shut on CM:SF
RIP CMSF

< Message edited by ravinhood -- 8/13/2007 12:07:22 PM >

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RE: Another PREVIEW - 8/13/2007 1:32:48 PM   
JudgeDredd


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quote:

ORIGINAL: Sarge

You having fun inserting your partisan shots

quote:

ORIGINAL: Yoozername
I wonder if it can be used as a training aid for al quaeda and other hostile forces fighting in iraq?  Since it features IEDs and irregular forces, maybe Bafflefront should market it overseas in the arab  world under another name?  Perhaps 'Sheik Force: Death to the USA'?
.




quote:

ORIGINAL: Yoozername

BF may actually be like the Bush administration. Very little actual military service amongst themselves, but willing to send digital soldiers off to a deadly computer war. Perhaps a surge in patches can finally resolve this BushFront dilemma?


Look you want to bash on BF and their current title………what ever, that’s your business ,but that’s some sick $hity things to say.

it ends


lol

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RE: Another PREVIEW - 8/13/2007 4:09:39 PM   
Yoozername

 

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I think the lesson to be learned from CM:SF is that if you do a wargame set in the future, don't lean on the present.  The whole concept was supposed to be summer 2007.  Well, it was released in summer 2007.  Hardly a futuristic game.  I guess the highly-story-driven party line is that its in 2008 or something.

The evolution of weapons presently, due to the Iraq situation, has made the 'future' hard to keep up with.  By 2008, Syria and the USA may actually have aquired/developed many new technologies/weapon systems. 

But the game is being released at a time when BF's countrymen are being killed by the very weapons/tactics that are in the game.  I may sound like I am joking around (yeah, I am taking shots at BF) but I think a game that models IEDs, and the possible use of such a game as a training aid for present enemy forces, is a real issue.  Since the goal is 1:1 modeling and therefore the resulting realism, it could be used as such (training for IED/unconventional warfare).  I think that BF is hoping for some media frenzy about this game to boost sales (now that is sick).  As is, it is sort of stuck between genre's.

I would have hoped that IED's were left out altogether.  I hope they can straiten out the layers of problems and get back to more conventional warfare games.  Either from the past, or WAY in the future.  Noone really made money off a Vietnam game I suppose.  Or a module thereof.

< Message edited by Yoozername -- 8/13/2007 4:11:21 PM >

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RE: Another PREVIEW - 8/13/2007 5:41:56 PM   
madorosh


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quote:

ORIGINAL: helm123456789

Chad,

I'm not defending one game or the other, but the problem is the fact that Shock Force's AI is completely scripted. Which really means that no AI is present. I bought TOW without knowing (should have tried demo) that the AI is nothing more than scripting moves. That really kills replayability and any surprise of having units show up from no where.

I like to design my own what-if scenarios to play out, but with needing to script the AI's moves I dont think that will be much fun. Unless you enjoy setting up ambushes every game.


Haven't been to this forum in a long while - been busy as a tester and scenario designer for CM:SF - but thought I'd stop by and see what has been happening. Herston, to you, especially, I'm glad to see you providing such thought-provoking and even-handed analysis of the game, here and at BF.C.

I want to address the scripted AI point raised here - it's definitely a concern. The TacAI - the reaction of the soldiers in the game - is something that has been identified by the developers as needing improvement, and the first patch has significantly improved some behaviours. We don't have a random strategic AI as in CMX1 (which did goofy things on occasion, like lead attacks with mortars and HQ units) but the defensive actions of the soldiers has been beefed up. They have not yet patched the demo, but I understand that a patched demo is in the offing at some point in time.

The 1.03 patch will be available in about two weeks, according to Steve's posts at BF.C.

Incidentally, you are all more than welcome to participate in the battlefront forums also - I know some of you already do.

I also want to note that there are more than one possible AI script for each scenario - there are 5 empty slots for every group of units, so I think replayability is increased by that factor; you could probably play a scenario 10 times before having a really good handle on predicting what the AI is doing if all 5 plans are in place. I've never played a scenario of any game 10 times, not even venerable old The Guards Counterattack from SL.

There has been a lot of discussion about the state of CM:SF's release. I'd urge all of you to participate in the discussions at the BF.C forums to find out more direct from the developers. Needless to say, CM:SF is a very complex bit of code. You may not realize that it was rewritten from the ground up and is not a rehash of the "CMX1" games (that is to say, the first three titles). They also have a very small development team - including just one primary coder. Which isn't to make excuses, but to state a fact.

Thanks to all those who have shown an interest in the product and who have made constructive comments - BF.C really does make an effort to listen to the fanbase. I have to say that those who would choose to quote Steve out of context here aren't doing anyone a great service. The really great thing about BF.C is that they actually have a developer like Steve who really does circulate among the masses. I see the same thing here with Panzer Command and Marc and Erik. I think it's great to have that kind of access; it's a shame when their own openness is open to abuse.

Good discussion so far.

EDIT: regarding replayability in general; the full fledged editor is a terrific tool. Even if one isn't inclined to make one's own scenarios, it means that those out in the community who are so inclined can provide a steady stream of offerings. The most frustrating part of some of my favourite offerings - Close Combat, Operation Flashpoint - and other games I tried but didn't have time to get into, such as Matrix's own Panzer Command - was the fact that you couldn't easily (or in some cases, at all) make new maps for them.

The decreased functionality of quick battles is a let down, and so is the inability to make random maps. Even if the random maps in the earlier CM titles weren't great, they were often a good starting point at least for inspiration. Nonetheless, the editor and the community should be able to provide a pretty good number of unique scenarios in short order - we've already seen a couple of pretty nifty airfield scenarios posted to the BF.C forum.

As I posted several months ago at BF.C, one of the most exciting things about the CM products has been the creativity of the fans. Some genius out there figured out that you could use a bug in CM:BO to run walls up a cliff and use them as climbing ropes, and simulate the assault on Pointe du Hoc. We've already seen some fellow recreate the appearance of dug in aircraft hangars by fooling around in the editor.

The intended features are impressive enough - 8-story buildings with variable balconies, for example, and 1000 or more different elevation levels. Very cool stuff.

This isn't to dismiss the very real concerns expressed here about gameplay - pretty is as pretty does - but with reference to replayability, I think there will be sufficient replayability given the variability in the AI slots and the fact that the editor is indeed open ended. The community is also known for putting together such things as meta-campaigns and tank rumbles, so if you're into the whole community thing, those are definite draws as well.

< Message edited by Michael Dorosh -- 8/13/2007 6:33:46 PM >


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RE: Another PREVIEW - 8/13/2007 6:50:15 PM   
LiberalEuro


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Save it Yoozername.
Don't patronize us with nonsense like "at a time when BF's countrymen are being killed by the very weapons/tactics that are in the game".
Everyone here is well aware of what is going on in the world today. Some people here even have friends and family in a combat zone right now.

There have been hundreds of games since 9/11 based modern/current world themes. Just a few examples after a 30 sec google search:
Ghost Recon and Splinter Cell series
Full Spectrum Warrior
Armed Assault
Battlefield 2
Delta Force: BlackHawk Down
Close Combat:First to Fight
Not to mention all the crime based FPS out there (GTA, Hitman,etc..)

Obviously you have an axe to grind with Battlefront and Mr Dorosh (see your now edited vicious personal attacks against him in the PC:K section).
Take your trolling somewhere else. It has no place on Matrix's site.

As for Shock Force, I've had my eye on it for a long time. It is an interesting and complex subject.
If it brings out such strong reactions from the BFC hater crowd, it can't be all bad.

I'll take Mr Dorosh's advice and go to the BFC forum for intelligent discussion.

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RE: Another PREVIEW - 8/13/2007 7:06:44 PM   
Sarge


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quote:

ORIGINAL: Yoozername


But the game is being released at a time when BF's countrymen are being killed by the very weapons/tactics that are in the game.  I may sound like I am joking around (yeah, I am taking shots at BF) but I think a game that models IEDs, and the possible use of such a game as a training aid for present enemy forces, is a real issue. 



The only issue here is you inserting political pot shots that have no relevance .

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RE: Another PREVIEW - 8/13/2007 8:19:59 PM   
JudgeDredd


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Mr Dorosh

It's refreshing to hear a balanced argument...be it for or against.

LiberalEuro
I don't know what you are into. If you want to play CM:SF as a WEGO game, I couldn't recomend it purely because you cannot stack orders, so 60 second pulses are used for simply giving facing commands etc.

If you would like to try it as RTS, I'd say it could be fun for you. As RTS (with pause) it's manageable. Dont play Elite though or you won't be able to give orders whilst paused (unless this is addresses in the 1.02 patch...I'm on holiday, so haven't got the patch yet. The game as RTS is not very playable (at least for me) without being able to give orders whilst paused...there is waaaaayyyy too much going on.

It's fun. It's not what I hoped for, but I'm hoping they fix the stacking orders issue so I can play WEGO....I'll be a happy bunny.

And I think the graphics are great.




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RE: Another PREVIEW - 8/13/2007 9:01:43 PM   
Neilster


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@ LiberalEuro
I'm assuming you're the black cat between those two young girls

I have some friends in Hessen and stayed in a village called Neuberg Ravolzhausen for a couple of weeks during festival time. Hooley Dooley! I'd bought a lot of drinks for them in Australia when they had run out of money. We had a massive night in Newcastle, became good friends and they insisted that I visit them in Deutschland. When I got there, they had told everybody that I was not to buy any drinks at all. Every time I reached for my wallet, someone would say "No! You helped our friends. We pay." Talk about a strategic move. I must have saved about a grand! Also, I met several German girls with whom I was able to further Australian-German relations

I had plenty of the local apfel voy and Almsbach und Cola. Sometimes it pays to be generous.

Cheers, Neilster

Edited to fix a couple of drunken errors


< Message edited by Neilster -- 8/14/2007 2:24:11 AM >

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RE: Another PREVIEW - 8/13/2007 11:42:37 PM   
madorosh


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JudgeDredd and LiberalEuro -thanks for your replies.  I encourage both of you to post at BF.C in addition to here if there are deeper questions you have concerning the game.

The whole question of game design, philosophy and the new direction of the CM series is a complicated one and has been addressed in a number of posts at BF.C. A lot it hasn't been addressed at all and even those of us who were lucky enough to be able to contribute to the project in some small way behind the scenes haven't been privy to the big decisions; that simply wasn't our job. I do know that no one desired to put out a substandard product, and at the end of the day, I think CM:SF has moved Combat Mission forward in many significant areas. In other areas, there is work to be done, and to BF.C's credit that work is being done as we speak. I know that for a fact. Many of the perceived weaknesses are also design philosophy shifts that have caused a lot of unhappiness. I can't say with all honesty I am thrilled with the subject matter or the direction of some of the game design decisions, but that isn't up to me, either. Putting aside these issues as tangential, I see a game that is engaging and functionally complete, even if some of the functions of earlier games are now technically impossible simply because of how far advances in other areas have carried us. This is all discussed in detail at battlefront.

I apologize if it sounds like doubletalk, that's not my intent. Chad Harrison talked a few pages ago about trying the CM:BO demo and hating it, and then liking it on second try. I did the exact same thing in 1999. I couldn't figure out what was going on in the demo and deleted it. After trying the demo a second time months later, I was hooked. I'm not suggesting CM:SF is an "acquired taste", though to some that will certainly be true. But Chad is right when he says it is not for everyone. There has been a lot of hysteria over the inclusion of real time control, and a suggestion that BF.C is simply phasing out their bread and butter - turn-based WEGO control - in order to chase a different market. This is emphatically not the case and from the conversations there, turn-based WEGO will remain a cornerstone of the CM line.

The merits of other features of the "new" CM will be debated in the years to come. I have my questions just like the rest of you; the wisdom of 1:1 representation, for example; but many of these are dead issues from a development standpoint and to their credit, the designers have responded in turn on their website to these concerns. They're there for all to read. Other points are being taken under advisement, and some "missing" features may yet make it back in when time allows.

I criticized some of the early critics for reviewing incomplete versions of the game and not following the story as it develops. Well, CM:BO was patched over 20 times before it was functionally complete, including major features such as TCP play. CM:SF will feature some heavy duty fine tuning; admittedly with a lot of technical stuff leading the way. ATI's software, for example, caused a lot of concern before the main coder was able to figure out a workaround to get their video cards to work properly. He didn't have to do that, but he did.

At any rate, it's been an interesting discussion here and for the most part constructive, which is good to see. I hope CM:SF will graduate quickly to the point where the community starts to talk about military hardware and tactics, and get on with reviewing some of the scenarios, etc. I've been gratified with the feedback on some of my favourite scens on the disk, and been excited about some of the great stuff the community has already started to produce. I'll look forward to seeing you all over at battlefront in the weeks ahead.



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RE: Another PREVIEW - 8/14/2007 2:43:54 AM   
Yoozername

 

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I criticize the so called playtesters.  The game is broken and not 'done'.  No amount of verbiage fixes that.

The game has many layers of faults. they will be discussed for months to come.

< Message edited by Yoozername -- 8/14/2007 2:48:16 AM >

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RE: Another PREVIEW - 8/14/2007 2:47:21 AM   
Yoozername

 

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quote:

ORIGINAL: JudgeDredd

LiberalEuro
I don't know what you are into.





According to his own profile, it looks like he is into weed and white women.

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RE: Another PREVIEW - 8/14/2007 5:05:21 AM   
ravinhood


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Joined: 10/23/2003
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No amount of sugar coating by a long time Battlefront pompous fanboi beta tester (Dorosh) changes the facts of how CM:SF is "out of the box". It's always the "PATCH" will change things, this PATCH will make the game better, WAIT FOR THE PATCH cause the released game is always NEVER FINISHED. Then why release the crap in the first place? Pretty sic n tired of the coverups of the facts that games are crap out of the box and don't deserve to be bought upon release. So, those sitting on the fence don't be influenced by sugar coated fluff. The game isn't finished, probably won't be finished for several more patches. It is not like CMx1, the WEGO system isn't the same. It's another one of those kiddy clickfests disquised as something you used to love an enjoy. No random map generator, no true CMx1 quick battle setups and an ai that is worse than CMx1's. Scripted AI's are never fun to play against because they are always predictable. Once again another company changing what didn't need to be changed just to try to enter another market (kiddy clickfest).

(in reply to Yoozername)
Post #: 180
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