Asterix of TWC
Posts: 13
Joined: 2/20/2014 Status: offline
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Hi, I am a CC fan from Day 1 and helped test Panthers in the Fog. Besides Graviteam Tactics, which I think is too hardware intensive and has many imperfections I want to give feedback in two strands, first what things must be kept to make the ideal CC game from previous versions, and second what things need to be added. What to build on: 1) The Campaign in Bridge too Far and Last Stand Arnhem was incredible, this type of ongoing campaign keeps me coming back and back again like no other game in the genre. No one has reproduced this, and if there was any chance to take this to multiplayer (anyone can log in an play against you concept for instance?) this could bring down all of the competition. 2) The UI, CC has a better UI than any of the competition. A clean button-based intuitive UI like only the Decisive Campaigns series has, and Battlefront does not match CC in. 3) The AI, although the competition competes here (Battlefront for instance) so this needs constant innovation. 4) the freedom of action that CC games have over competition, you can choose your forces rather easily and you watch them develop... CC is still the only game where I learn my soldier's names :) 5) Panthers in the Fog took a good turn with real time multiplayer, keep it, but put up a better UI for the service so that users can find opponents easier. 6) The coverage... CC games used to cover more ground, now they cover less than the competition. Why has no one attempted to take this model to the Pacific yet? (Close Combat in itself would need to be improved) 7) The overall design elements: The Sound (quality of sound effects), the morale, the screams, the weapon sounds, the little details that made CC one of my (and many others) favourites. 8) Keep weapon jams, random events, and unpredictable battlefield variants. New elements: 1) If you go 3D, make sure you put as much work into the campaign (Wacht Am Rhein and Last Stand although the latter was best) were the best. None of the competitors have made as good of a campaign. With a campaign comes a personal story to the player, it makes you think about Scenarios in a completely different way, as you have to watch losses and gauge your resources. 2) More complex command and control... men react differently to different officers, but if their squad leader the most. 3) Vary the squads weapons loadout... late war German Units for instance had very diverse squad composition. 4) Some element of complex resource allocation, and quartermaster decisions. 5) VASTLY improve hand-to-hand and close-quarters combat, this has been the weakest element of the game thus far, and is a weak element of other games. Use stock animations like the Total War Series, or anything, but its time. 6) ADD more unpredictable battlefield variants, as in late reinforcements, disease (soldiers could get the flu during a campaign reducing effectiveness and morale for instance), breakdowns and unexploded ordonance (duds that could go off later). 7) ADD more units to the battle map, its time, and this is where CC really is getting left behind, with the sheer number of units in game. Use sprites in 3D to keep the graphics from overheating. 8) ADD a real-time campaign feature, so that commanders could choose times of re-engagement, including dawn, dusk or night. Combined with the increased variants and resource (quartermaster) management feature this should really allow for making another classic.
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