Mgellis -> RE: Command v1.11 Release Candidate (CURRENT: RC1 - B802) (3/19/2016 2:21:30 AM)
|
quote:
ORIGINAL: iborg quote:
ORIGINAL: Mikewritesfic Not a bad update. Lots of useful new goodies, but I'm worried that the developers are turning the game into a micromanager's paradise. A lot of the new choices are not things that senior commanders have to worry about. They're more for squadron COs or ship captains. It's beginning to become obvious that a lot of the developers are tech guys. Hope you have a few decent warfighters in there as well. Actually, it is important for scenario designers. The more options, the more intricate and complex the AI behavior can be set. On RC 2 : hotkey for adding planes/boats yay ! [&o] +1 The range of options is useful because, among other things, there are different styles of scenario design. Some scenario writers will hardly ever need certain options but for others it allows them to write entirely new kinds of scenarios. And, after all, the game always comes with default settings...if you are not interested in using a certain option, don't use it. You can just let the game use the default settings. By the way, since you can now tweak fuel and weapon behaviors by unit, it is worth noting that the developers have added personalities. Different pilots, after all, might be more or less aggressive, more or less willing to take risks, more or less willing to go after an opponent when they only have guns left, and so on. Mikewritesfic mentioned that "this is more for squadron COs..." and, well, yes. I think that's the point. Some scenarios put the player in the role of CINCLANT. Some put them in the role of a colonel with a mission that he has to complete with a dozen Phantoms and just enough bombs and missiles for a grand total of two dozen sorties. Command already lets you design and play both kinds of scenarios but it just got even better.
|
|
|
|