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RE: Demo first Impressions

 
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RE: Demo first Impressions - 5/9/2011 7:51:33 PM   
Wiggum


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Is there a commad to set a cover arc to tanks, maybe even while moving ?

(in reply to Mobius)
Post #: 181
RE: Demo first Impressions - 5/9/2011 7:53:07 PM   
diablo1

 

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quote:

ORIGINAL: Mobius

quote:

ORIGINAL: diablo1
Hrmmm then another die roll is needed for the supression level alone if that 3 or 4 is rolled. Then you have another factor of 1 to 10 to play with.
So when the killpower level is 2 would put the overall chance of suppression per hit at 4% compared to 20% chance to cause a casualty.



Don't you think a 20% casualty level a bit too high? What I'm saying is don't try to make everything so realistic because the players imho want to see fire fights and actions. This is also why I wanted more men representations on the map so it doesn't look or feel like you're losing everything at once. Something more inline with say X-Coms combat damage chart. Units could be hit but they didn't always just instantly die. Casualty levels could be dropped and add new features like wounds but still able to fight.

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Post #: 182
RE: Demo first Impressions - 5/9/2011 8:10:30 PM   
Mad Russian


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quote:

ORIGINAL: Wiggum

Is there a commad to set a cover arc to tanks, maybe even while moving ?


Not yet. What you can do is to tell the unit fire at any target. Wait for a good shot or to hold it's fire.

Covered arc's are a topic of discussion for the PC series that hasn't made it in the game just yet.

Good Hunting.

MR

< Message edited by Mad Russian -- 5/9/2011 8:12:06 PM >


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Post #: 183
RE: Demo first Impressions - 5/9/2011 8:11:45 PM   
JMass


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quote:

ORIGINAL: diablo1
Casualty levels could be dropped and add new features like wounds but still able to fight.


So grass is an useless feature but wounds could have a higher priority? My personal priority is tank combat, infantry is something to crush under the tracks (I'm kidding, of course! )

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Post #: 184
RE: Demo first Impressions - 5/9/2011 8:18:43 PM   
Mobius


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quote:

ORIGINAL: Wiggum
Is there a commad to set a cover arc to tanks, maybe even while moving ?
Cover arcs are automatic. Tanks cover their frontal arc. They do have some limited visibility even to their rear when buttoned down.

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Post #: 185
RE: Demo first Impressions - 5/9/2011 8:26:55 PM   
Mobius


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quote:

ORIGINAL: diablo1
Casualty levels could be dropped and add new features like wounds but still able to fight.
If they are still fighting what's the point of giving them wounds? To slow the squad up? To take other squaddies out of the fight to carry them back to an aid station?

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Post #: 186
RE: Demo first Impressions - 5/9/2011 9:17:13 PM   
diablo1

 

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quote:

If they are still fighting what's the point of giving them wounds?


Could be part of the victory point calculations. Plus could add patching wounds to decrease point loss for wounds. Anything is better than just laying down on the ground and every man in the unit does nothing. (talking about supression here)

< Message edited by diablo1 -- 5/9/2011 9:18:07 PM >


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RE: Demo first Impressions - 5/9/2011 9:25:07 PM   
Erik Rutins

 

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If you want to discuss feature requests for future releases, please start a new thread. Let's keep this to demo impressions please.

Regards,

- Erik

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Post #: 188
RE: Demo first Impressions - 5/9/2011 10:09:38 PM   
JMass


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quote:

ORIGINAL: diablo1
Plus could add patching wounds to decrease point loss for wounds.


Healing potions could add more immersion, maybe, then we could work on a new game based on the Turtledove's Darkness series, but without grass.

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Post #: 189
RE: Demo first Impressions - 5/9/2011 11:28:24 PM   
Fredrocker

 

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quote:

ORIGINAL: Mobius

Good luck finding a New Yorker here.


I'm from New York, circa 1957... Huntington Station, Long Island to be exact... and if I was attacking someone they would know

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Post #: 190
RE: Demo first Impressions - 5/9/2011 11:36:30 PM   
Mad Russian


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You're too laid back to attack many people on a forum...now inside the game...that's a whole nother storyline.

You gonna have time for a PBEM later this week after you play with PCO a bit?

Good Hunting.

MR


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Flashpoint Campaigns: Red Storm Development Team.

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RE: Demo first Impressions - 5/10/2011 12:01:45 AM   
benpark

 

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I lived in Brooklyn from 2001-2008.

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RE: Demo first Impressions - 5/10/2011 12:08:28 AM   
Mad Russian


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Well, there you go...two members with NY ties.

Now if we can just find a Russian somewhere.............

Good Hunting.

MR


_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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Post #: 193
RE: Demo first Impressions - 5/10/2011 12:13:18 AM   
diablo1

 

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quote:

Now if we can just find a Russian somewhere



......^ Mad RUSSIAN....I rest my case.

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Post #: 194
RE: Demo first Impressions - 5/10/2011 12:24:38 AM   
Mad Russian


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OHHHHH....you think I'M RUSSIAN? 

Good Hunting.

MR


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Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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Post #: 195
RE: Demo first Impressions - 5/10/2011 12:28:19 AM   
Rik81

 

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No, we just think your MAD.

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RE: Demo first Impressions - 5/10/2011 12:30:05 AM   
diablo1

 

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quote:

ORIGINAL: Mad Russian

OHHHHH....you think I'M RUSSIAN? 

Good Hunting.

MR



Yeah I always thought you were a Mad Russian living in Texas raising sheep and goats.

But, cmon Erik wants this to be an impression thread about Panzer Command:Osfront. YOU keep taking it off topic. lmao

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Post #: 197
RE: Demo first Impressions - 5/10/2011 2:50:24 AM   
Gerry4321

 

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Hello:

I must say I am enjoying the Novvy Rizadeh scenario. I know, Matrix will not want its game compared to anything. However, as an ex-ASL player trying to find a computer game he can play, I am quite happy. One could almost imagine the maps being ASL maps.

Great job.

Only problem I have is I am still not the best at working with the camera. One thing I have found is that Commander view does not work if the AFV is buttoned up.

Take care,

Gerry

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Post #: 198
RE: Demo first Impressions - 5/10/2011 3:03:25 AM   
Mad Russian


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Glad that the scenario is playing well for you.

We can make the maps look like ASL maps.

Take any PCO map and change the X and Y values to a value greater than 700 and they will look like an ASL map.

The camera angles all works off the mouse wheel. Keep that in mind and it gets easier to get used to the camera.

Good Hunting.

MR


< Message edited by Mad Russian -- 5/10/2011 3:06:43 AM >


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Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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Post #: 199
RE: Demo first Impressions - 5/10/2011 3:22:38 AM   
Richie61


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I really like the demo. You guys have done a lot to improve this release over PCK. Well done to ALL the team. Past and present team people.

I am kind of disappointed in the "Hot Seat" mode, but you can have everything in life

My biggest problem is I played CM since 1999 and on, and trying to figure out the proper keys, commands, controls and such is very time consuming. I get frustrated after a while.
But. It's me and not this game.

Thanks again Team! Well done.

Erik. I have to give you credit. You are very easy going with a lot of stuff around here.


< Message edited by Richie61 -- 5/10/2011 3:23:30 AM >


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RE: Demo first Impressions - 5/10/2011 6:04:35 AM   
rickier65

 

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quote:

ORIGINAL: Gerry

Hello:

I must say I am enjoying the Novvy Rizadeh scenario. I know, Matrix will not want its game compared to anything. However, as an ex-ASL player trying to find a computer game he can play, I am quite happy. One could almost imagine the maps being ASL maps.

Great job.

Only problem I have is I am still not the best at working with the camera. One thing I have found is that Commander view does not work if the AFV is buttoned up.

Take care,

Gerry



Hi Gerry,

I'm glad you're enjoying the Novy scenario. Squad Leader was one of my all time favorites many years ago. I think you will see a few SL inspired scenarios being made for this game.

As far as the commander view not being available when unit was in buttoned status, that was by design.

Thanks
rick

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Post #: 201
RE: Demo first Impressions - 5/10/2011 3:33:59 PM   
benpark

 

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I was remembering yesterday how great the scenario cards were in SL/ASL. Great graphic design for it's time (and for now as far as I'm concerned). I might have to dig them out again and have a look through for maps and scenarios to make.

One thing I wasn't crazy about in PC conversions (usually CM) was the adherence to the geomorphic map edges. They were a great innovation as far as the board game went, but created odd looking PC game maps. I'd prefer to do the map in the spirit of the original map, and use the scenario setting and forces for the starting point.

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RE: Demo first Impressions - 5/10/2011 11:37:32 PM   
HintJ


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quote:

ORIGINAL: Rick
As far as the commander view not being available when unit was in buttoned status, that was by design.


Un-design this, please. It should be pretty easy because PCK didn't have this limitation.

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Post #: 203
RE: Demo first Impressions - 5/10/2011 11:49:38 PM   
Mad Russian


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You mean to put your view through the viewing periscopes the commander would be using when buttoned up?

That might be an option to consider.

Good Hunting.

MR


_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

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Post #: 204
RE: Demo first Impressions - 5/10/2011 11:57:46 PM   
HintJ


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quote:

ORIGINAL: Mad Russian

You mean to put your view through the viewing periscopes the commander would be using when buttoned up?

That might be an option to consider.

Good Hunting.

MR


Yes.

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Post #: 205
RE: Demo first Impressions - 5/11/2011 12:12:12 AM   
lancer

 

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G'day,

I'd second the periscope viewpoint idea.

Assuming that it would be a very small and restricted view and that it would be relatively easy to implement.

I can see it adding tremendously to immersion as you would get - in a very dramatic fashion - a direct comparision of a tank commanders situational awareness between the two views.

Nervously peering around myopically at the landscape from within your tank via the telescope and trying to ascertain the whereabouts of potential threats would be a real "I'm inside the game" moment.

Oh, and good job on the demo. Well done.

Cheers,
Lancer

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Post #: 206
RE: Demo first Impressions - 5/11/2011 12:21:57 AM   
diablo1

 

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quote:

ORIGINAL: Mad Russian

You mean to put your view through the viewing periscopes the commander would be using when buttoned up?

That might be an option to consider.

Good Hunting.

MR



Yeah that would be great it would be like riding inside the tank and seeing what is going on.

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Post #: 207
RE: Demo first Impressions - 5/11/2011 1:57:03 AM   
tide1530

 

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I just got to play the tutorial today. I got my tanks to the road before I lost the first one. I was so busy supressing Russian fire that when it blew it made me jump in my chair Good Stuff. I didn't start reading this thread until I played the tutorial, it looks like most things I've seen in the game has been covered already so all I have to say is WOW!! THANKS GUYS

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Post #: 208
RE: Demo first Impressions - 5/11/2011 2:31:35 AM   
rickier65

 

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quote:

ORIGINAL: tide1530

I just got to play the tutorial today. I got my tanks to the road before I lost the first one. I was so busy supressing Russian fire that when it blew it made me jump in my chair Good Stuff. I didn't start reading this thread until I played the tutorial, it looks like most things I've seen in the game has been covered already so all I have to say is WOW!! THANKS GUYS


your welcome tide - glad you enjoyed it. When you finish the Tutorial - plan on having some fun with Novy.

Thanks
rick

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Post #: 209
RE: Demo first Impressions - 5/11/2011 8:09:36 PM   
Hexagon


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Oooo a little point, full game has a encyclopedia??? a game like this need some similar to prevent open all scens searching vehicles stats

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