RE: Better Get to Know Red Storm... (Full Version)

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Mad Russian -> RE: Better Get to Know Red Storm... (3/12/2013 3:12:28 AM)


quote:

ORIGINAL: Capn Darwin
And your tanks will be busy dealing with the enemy tanks. Lots and lots of them.


Please define "lots of them"!

Does this Soviet column qualify? [X(]


Good Hunting.

MR

[image]local://upfiles/28652/CAB428E4E0C647528DB8DB15C81B8418.jpg[/image]




Mad Russian -> RE: Better Get to Know Red Storm... (3/12/2013 3:15:22 AM)


quote:

ORIGINAL: Richie61

Steve,

Any idea when this is going to be released? Roughly that is.



Hint....Hint...Hint...

The war starts in July. I would think it needs to be ready for the war to start on time. [&o]

Good Hunting.

MR




wodin -> RE: Better Get to Know Red Storm... (3/12/2013 9:24:15 AM)

Quick question..what are the stacking limits? I prefer games with as little stacking as possible.




Mad Russian -> RE: Better Get to Know Red Storm... (3/12/2013 12:16:22 PM)

Stacking limits are usually not an issue. You stack and you die in this game. Because everything is normally spread out, if you stack a hex to gain some concentration your opponent, AI included, help you have a bad day.

Having said that you can stack units in a hex. After all, these hexes are 500 meters across.

Good Hunting.

MR




CapnDarwin -> RE: Better Get to Know Red Storm... (3/12/2013 5:00:54 PM)

Wodin, stacking limits are based on type of movement and there are values in the database that set limits based on country.




CapnDarwin -> RE: Better Get to Know Red Storm... (3/12/2013 5:04:57 PM)

MR's picture shows a new addition to the game. Detected air defense radars. The graphic in the picture is not showing totally right though. Fix that tonight.




Panta_slith -> RE: Better Get to Know Red Storm... (3/12/2013 6:13:19 PM)

Nice icons, but something I didn't read about yet, have you considered resupplying options?




Panta_slith -> RE: Better Get to Know Red Storm... (3/12/2013 6:42:27 PM)

A comment about the graphics: IMO the plough fields icons are too obvious compared to the town markers, suggesting that the coverage might be thicker. Perhaps you could desaturate them a little to make them less visible, otherwise the towns look too tiny beside them.
(sorry for the remark, I am a visual artist and go always looking for those things)




CapnDarwin -> RE: Better Get to Know Red Storm... (3/12/2013 9:21:12 PM)

@Panta - The game has an abstracted supply model. Units can and do run out of ammo. There is a rest and resupply order for units. In some cases units can do emergency resupply getting a small amount of ammo from local units. We may look at deeper logistics down the road.

As for the map art, we have a reason for the look and color of the various elements. In order to speed up map making we added an automated routine to populate the various map values. That being said, you will be able to make your own custom maps using custom elements. Downside will be the need to enter all of the map values by hand. A bit time consuming but doable.




Panta_slith -> RE: Better Get to Know Red Storm... (3/12/2013 9:33:28 PM)

Thanks for the info, Cpt.

The question raised because I am currently playing several email battles using Tacops and real Fulda maps in a period around the 70-80s, one of my favorites, and the sensible use of supply adds an extra dimension to the game (Ammo dumps can be infiltrated/bombed/shelled, therefore you must be specially careful about their placement). I know the abstract supply system, it is used in FPG1, and it works, but lacks the increased logistic layer.

As per the map art, if you can modify certain aspects of the terrain, it will be fine. Absolutely nothing can be worse than making a full 30x30 klicks map from scratch with the TacOps tool! [:'(]

Best regards,

Panta




CapnDarwin -> RE: Better Get to Know Red Storm... (3/12/2013 10:29:49 PM)

At 20km x 15km maps you are reallying in the thick of the battle space. Most log assests are sitting another good map or so away. That is not to say you could not make a scenario with fixed "depot" locations to capture/protect using various units and VP markers.





Panta_slith -> RE: Better Get to Know Red Storm... (3/13/2013 12:54:32 AM)

Yes, you are right, though I do not remember the WP doctrine concerning the SP arty of armoured regiments.




midgard30 -> RE: Better Get to Know Red Storm... (3/14/2013 1:51:33 AM)


quote:

ORIGINAL: Capn Darwin

We love questions.
[8D]


Is this game realtime pausable or turn base?




Mad Russian -> RE: Better Get to Know Red Storm... (3/14/2013 3:29:07 AM)

Turn based.

Good Hunting.

MR




midgard30 -> RE: Better Get to Know Red Storm... (3/14/2013 4:03:33 AM)

And is it like FPG where you give orders to a HQ that will direct sub-units? (I never played FPG, I've just read the features on Matrix web site).
If so, can we still give orders to all units?




CapnDarwin -> RE: Better Get to Know Red Storm... (3/14/2013 1:17:21 PM)

Yes, you give orders to all of your units. As the local commander you need to tell your forces where to go, how to get there (fast road movement or slower combat movement), direct fire missions, call air support, and deal with stopping the enemy.




midgard30 -> RE: Better Get to Know Red Storm... (3/15/2013 2:53:32 AM)

Thanks! I'm really looking forward for this game. Can't fly an heli in ww2 games [8D]
Also the two major powers of the second half of the 20th century and the theatre of operation are really appealing to me.




Mad Russian -> RE: Better Get to Know Red Storm... (3/15/2013 3:37:28 AM)

Since I spent time there dressed in green, the time frame and location are appealing to me as well. [8D]

Good Hunting.

MR




Hexagon -> RE: Better Get to Know Red Storm... (3/16/2013 11:29:48 AM)

Nice, but something i never remember ask... how is the "time" question??? i refer the time needed to see a turn, sometimes in wargames resolve a turn needs a lot of time even in not big scens with tons of units on map.

Thanks.




CapnDarwin -> RE: Better Get to Know Red Storm... (3/16/2013 9:09:20 PM)

Hexagon,

A turn can depend on a great number of factors both in the game and on your system. There are settings in the game to speed up or slow down the time between certain events. On my machine even with debug stuff still in code the game moves at a decent clip. I don't think you will be sitting there twiddling thumbs. Units are moving or shooting or getting shot. The orders phases are more driven by the player and situation. If you want to check every last detail, LOS and loss it could take several minutes. On the other hand if things are in motion and don't need your Command level inputs it can be as fast as you can push the go button.

I will see if I can get some feedback from testers as to the fell and flow of game time and post that to help.




Mad Russian -> RE: Better Get to Know Red Storm... (3/17/2013 4:32:05 PM)

Turn resolution is varied. In the first place turns don't always represent the same amount of time. That is determined by several variables. Like in many games the fewer units you have the faster the game plays because of the fewer commands that need to be executed.

Good Hunting.

MR




Mad Russian -> RE: Better Get to Know Red Storm... (3/25/2013 4:37:57 AM)

Wonder what would happen if you string scenarios together?

Good Hunting.

MR




Mad Russian -> RE: Better Get to Know Red Storm... (3/26/2013 8:15:44 PM)

I heard that the British were coming to the party as well... [X(]

With both Chieftains and Challengers! [&o]


Good Hunting.

MR

[image]local://upfiles/28652/3950B89869D84A8D915D3CA98C555C07.jpg[/image]




Mad Russian -> RE: Better Get to Know Red Storm... (3/26/2013 8:39:09 PM)

Meet King Kong!

Good Hunting.

MR

[image]local://upfiles/28652/8FD32CC2E76A44E2B76C4EC3BFF97D71.jpg[/image]




midgard30 -> RE: Better Get to Know Red Storm... (4/12/2013 4:19:02 AM)

Are helicopters used only for combat? Is there any air assault infantry, air transport and air recon unit in the game?




CapnDarwin -> RE: Better Get to Know Red Storm... (4/12/2013 12:13:02 PM)

In the data we have attack, utility, and recon helos. The initial release will not have helos doing transport functions. This is very high on the additional game engines feature list we carry internally. We want to get the main game out soon and we do plan on supporting the game with additional content and features as we go as well as fixing any bugs that pop up after release (hopefully small in both number and scope, we have some great testers!).




wodin -> RE: Better Get to Know Red Storm... (4/12/2013 1:58:22 PM)

This game is approaching the top of my must own list.

I don't think I've seen any screenshots of dismounted Inf yet though...hope it isn't all armour ops.




midgard30 -> RE: Better Get to Know Red Storm... (4/12/2013 7:08:54 PM)

And what about engineers?
How does Electronic Warefare work? Is there some kind of decryption that gives information on enemy units? Or some disruption that block communications between HQ and units?
And thanks for the answers!




CapnDarwin -> RE: Better Get to Know Red Storm... (4/12/2013 8:02:28 PM)

Wodin. No fears. I spent last weekend into the wee hours of the mornings fixing bugs and getting the grunts to fight and survive as they should. There are discreet infantry units and then there are mechanized units that "dismount" infantry (still the same counter, for now) that fight as independent subunits (own cover/LOS/etc mechanics). Losses are tracked to either vehicles or squads and in some cases both if a load track goes boom.

I think there are dismounts and such in the sneak peek screens.




CapnDarwin -> RE: Better Get to Know Red Storm... (4/12/2013 8:13:59 PM)

macob30,

Engineers as units on map. Not this version. Their functions are abstracted and used as required in the game to blow bridges, build them, clear or place obstacles. We started out looking to have them as separate units and functions but the additional scope at the time was too much. Mad Russian on our team is ex-Engineer from back in the day and he really wants to see them added down the road and they are on our future features list.

EW comes in a couple flavors and is abstracted to a point. The scenario designer can set the level of C2 jamming each side is doing. This effects the number of orders each side can issue during a turn (this is a game option with an on/off switch). I want to deepen the model down the road to include spoofing orders, loss of command link to sub-units, and similar effects. There is also a mechanic for intercepting orders and "locating" enemy HQs.

We recently added icons and tracking for radar systems (right now air search systems). If aircraft or helos are equipped with radar warning receivers they will detect the emitter and see it on the map. Certain platforms also have ECM and DCM and ACM to jam, spoof or blind other sensors.

Good questions. Hopefully you like the answers.




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