vaalen
Posts: 387
Joined: 1/13/2008 Status: offline
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quote:
ORIGINAL: Sunburn So far, we have implemented, tested and continuously improved: * Side-wide proficiency levels: Already affecting air combat, air-ops turnaround, reaction times, damage control, contact classification/identification times and more. * OODA values / reaction times (we finally have actual tactical surprise in a game like this!), affected by: a) man-machine interface level, b) Proficiency level c) Command system integration level * A whole doctrine settings & Rules of Engagement that reflect a unit's instructions and "ways of combat" (and also training-relevant factors such as fire discipline). ...and some folks still say Command doesn't feature the human element. <D throws hands up in the air> (This is not to say that more human-related factors cannot be included. They can, and we are examining what we can add and how (and how not to break existing stuff). But to say that Command currently lacks them altogether is, IMHO, unfair.) Well, this post just convinced me to buy the game. I had been visiting time to time, and had been unable to make up my mind, because of the complaints that there was no human element. But what you just listed sounds great to me, and my last excuse not to buy is gone. So I am going to buy it now. Great job of supporting the game,and it has got you this sale.
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