Gunner98 -> RE: Infantry weapons (9/19/2016 8:49:45 PM)
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Simulation of a land fight is a tough thing to do, particularly for the detail focused COMMAND crowd. I do it as a day job and it takes huge effort and a lot of folks to get it right. You've got all the simulate-able variables such as; weapons and sensors, armour and ballistics, terrain and weather, ground conditions and logistics, road networks and civilian/humanitarian traffic. Then you have the less simulate-able stuff; moral, training, initiative, leadership, fatigue, suppression and maneuver. On a game of this scale you'll run into some significant difficulties: 1 Mech Battle group would have ~ 30 platoon size units (Mech, Armd, Arty, Recce, A-Armour, engineers, air defence, logistics etc) all with very unique capabilities. A Brigade would require several hundred entities, and other capabilities. To do this for real we run 3 different simulations, linked by some proprietary software and use a team of 250 mixed military, ex-military and tech types. And we still get complaints that its not real enough. Currently land combat in COMMAND is abstract. Fine; the air and naval stuff is second to none. Name one single land combat simulation out there that is revered as 'The Best' at everything to do with land combat? You've got some that are fantastic tactical games (but need to be 3D), and you've got some great operational games and even some good strategic ones. Most are historic and don't try to simulate modern or even future systems. None are 'The Best' at everything - because they don't try to be. I put it to that COMMAND is 'The Best' in the Modern Air and Naval combat genre. So it may be asking for too much to go beyond what is in the name. I'm an army type, and I really enjoy a good land based wargame - but I think that we should just leave well enough alone and settle for the game being simply 'The Best' at what the name says its about. Tweak away at the edges but don't spoil the game - please. Anyway my $0.02 CDN
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