Mad Russian
Posts: 13256
Joined: 3/16/2008 From: Texas Status: offline
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quote:
ORIGINAL: VegasOZ Thanks for the post. Capn Darwin did explain the reason for the delay that I "thought" I saw with the HQ unit. The Line units I mentioned were given setup blow bridge orders and that explains why I saw it as no delay. Also be aware that a unit with a demolition order can be driven off the location with fire. They will defend themselves and it's not easy but it can be done. quote:
My favorite scenario so far is "Pied Piper". I've managed a 66% contested victory after 4 tries and now will be moving on to some other battles. That is a challenging scenario. From the feed we've gotten there appear to be other challenging scenarios in game as well. quote:
With the whole package of the game "system", the counter designs, the scale and so forth, I would strongly suggest that the next offering be a "Command: Modern Air Naval Operation" for Land battles. The other two games/sims out there for very current combat are "Point of Attack 2" and "Decisive Action". Both of them have some issues with the concept of what we all call playable. I would pay $80.00 USD for a FC:RS 2020 Modern Land Combat Operations with a good sound data base and modeling of the weapons and still maintain the "playable" and eye candy that FC:RS has now. Even if the data base was "fudged" just a tad I think a ton of players would love to get their hands on something like that. I know there is some considerable distance between the lethal weapons of the 70's and 80's and those of today's modern battlefield. But it may be more a matter of range, accuracy and explosive yield than a total overhaul. The 70's and 80's set the table for the weapon systems now employed, as you well know. Putting together a data base comprehensive as what FPC:RS has is no small task. I personally believe the steps up in lethality since the late 80's are considerably smaller than they were around that time. Some advances have obviously been made but not to the degree that thermal imaging sights, DU penetrators, ERA, etc. brought to warfare. quote:
Keep up the good work. BTW, FC:RS reminds me of one of my all time favorites from "the day": "Red Star/White Star" the old SPI paper and cardboard counters table top game. Also it reminds me even more of "NATO Division Commander" another SPI offering from the table top days. FPC has most of the attributes of all the old classics with a few twists of it's own thrown in for good measure. quote:
Has any thought been given to adding a more aggressive ECM feature? Make it possible to use ECM as an offensive capability in control of the player? Also, EMCON is another facet of that factor. Maybe you start with an ECM rating and capability that can be kept in reserve and then unleashed at the time of a major attack or thrust. After it's use it take some time to "refresh or reload". Well, I'll leave that to the game designers to figure out. The game has a wide range for ECM application currently. The ECM levels are set by the scenario designer. You can thank me for current levels in the scenario/campaigns. I expect ECM to be applied heavily by both sides. This would more than likely work to the Soviet military SOP's favor in an actual fight. quote:
Thanks for the GREAT GAME. Thank you, we appreciate your business and the kind words about the game. Good Hunting. MR
< Message edited by Mad Russian -- 10/17/2014 3:21:28 PM >
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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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