Javolenus
Posts: 233
Joined: 8/13/2010 Status: offline
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Yeah, I see what you mean here. Seems reasonable to me. I just played a custom scenario in CC COI. It was a small map on which I placed 3 objectives. I gave the enemy AI a big numbers advantage and I played on (for me) 100% "realism" on a 15-min. timer. Before the time limit the AI had fled the field. I had no casualties at all. As in all other single-player CC games I ever played, the AI could not organize an effective attack or defence. The AI did not use smoke or terrain cover/concealment. Neither did it remain in the good deployment zones I gave it (good cover+LOS). The AI in all CC games seems to have one plan: crawl towards the objectives, even if it is suicidal. It's a big shame. I really love the CC design & features. I think it's a great concept & I really like how it tracks individual soldiers and simulates combat psychology. But the game does not deliver the "single player" and "improved AI" so often quoted in the marketing. Having now spent some £150 on the series to date, I feel I cannot justify spending more unless the new game(s) really delivers. The price is just too much for nice graphics & cool explosions. There's another long-in-the-tooth squad-based tactical game that's worth looking at for inspiration. It's called John Tiller's Squad Battles. The graphics are pretty bad and there's just too much mouse-clicking for my taste. But here are some handy features from the Squad Battles series that could help CC single-players create challenging scenarios: 1. Customizable visibility (entered as a value in the scenario settings). 2. Customizable experience, quality, morale, equipment for soldiers/units (can be changed in the scenario editor). 3. Weapon/equipment performance degrades after excessive use in combat. 4. Units can be toggled as "fixed" in the editor -- meaning they won't move. 5. Reinforcements can be added to a scenario -- deployment-zones and chance-of-arrival can also be pre-set or even randomized. 6. Objectives can be set in the editor and values ("victory points") assigned. 7. Limits for smoke usage can be set in the editor. 8. "Asymmetric" scoring can be set in the editor. 9. Locations can be given negative values (in "victory points") if damaged -- simulating punishment for collateral damage. 10. All data is moddable. Customized OOBs can be created. New weapons can be added to the ToE. 11. Command & control is simulated by giving leaders special abilities (e.g. "Rally", calling for offmap support etc.). 12. Small sub-maps can be created from the large maps that ship with the game, enabling players to fight limitless custom scenarios at varying scales. 13. Ingame music can be customized/modded -- there are 3 options here -- music for victory, stalemate, defeat. 14. Map labels can be added in the editor. 15. Objectives can be edited -- capture, preserve, exit etc. 16. Units suffer fatigue and this can be edited (an option in the editor) so that units start the battle fatigued. 17. Offmap fire missions are not instant or 100% accurate. The min./max. times for fire support arrival can be set in the editor. Accuracy of fire support depends on quality of spotting by ingame units. 18. Obstacles, trenches, foxholes, sewers, caves, pill boxes, tunnels, bunkers, wire, mines, booby traps can be added via the editor. 19. Units have a "stance" -- "up" or "down", which effects visibilty/vulnerability and also movement rate. 20. The parameters for "major defeat", "minor defeat", "draw", "minor victory", "major victory" can be set in the editor.
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