RE: Jamming Effects (Full Version)

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thewood1 -> RE: Jamming Effects (10/2/2017 1:37:10 AM)

The people I am talking about are the people that won't accept the concept that something is good enough. While continuous improvement is commendable business philosophy, so isn't understanding priorities and picking your battles. The devs are fairly clear about trade offs and priorities, there are just some people that will continue to drag them down a rat hole.




Demetrious -> RE: Jamming Effects (10/2/2017 3:32:54 AM)

quote:

ORIGINAL: thewood1
The people I am talking about are the people that won't accept the concept that something is good enough. While continuous improvement is commendable business philosophy, so isn't understanding priorities and picking your battles. The devs are fairly clear about trade offs and priorities, there are just some people that will continue to drag them down a rat hole.


Precisely. I think it's exacerbated by how many people don't understand that the abstractions of a simulation are, by definition, the point at which which it's practically impossible to improve it more. It's especially baffling via a vis Command, because I've never seen a program that had fewer abstractions than this one does. Abstractions are such an integral part of game and program design that I simply assume they're in play anywhere they'd make sense, with Command, and several times I've had someone say "oh no, that's fully modeled." It's honestly rather uncanny.

Usually with this stuff it's the trade-offs forced by simple business considerations that confuse people more, as the factors are more opaque to the average end-user... but in CMANO's case the devs are wonderfully blunt about such factors (as you say,) and the depth of simulation mechanics are far in excess of what most games like this invest in, so the usual dynamics are reversed.

But that's why we've got a forum to ask questions on. [:)]




mikmykWS -> RE: Jamming Effects (10/2/2017 11:55:44 AM)

Demetrius this might be what you'd like it to be and that's commendable but my impressions are different. Some people use the Internet as a punching bag of sorts targeting who they think is listening. There are some that are easy to see because they are overt while others are more passive aggressive and just slowly drain their targets until the targets validate them somehow. In some cases it's just feeling smarter, jealousy or could be some long-standing obsession or they're just crazy. Obviously, its part of the business that must be endured but there is solace in knowing most people aren't that [:)]

I'm now lucky enough to not have to anymore and I honestly say a prayer for all that have to put up with this nonsense still. It's not good

Mike




mikmykWS -> RE: Jamming Effects (10/2/2017 3:59:40 PM)

Here's an example of an awesome inspiring string.

http://www.matrixgames.com/forums/tm.asp?m=4305274

Notice gameplay oriented, nice, collaborative, focused on getting something done. You see this pattern with these guys always.

Makes me want to play the game.

Mike




Scorpion86 -> RE: Jamming Effects (10/2/2017 4:55:19 PM)

A tutorial mission explaining and demonstrating the effects of jamming, active vs. passive on detection would be nice...




Demetrious -> RE: Jamming Effects (10/2/2017 6:34:39 PM)

quote:

ORIGINAL: mikmyk
Demetrius this might be what you'd like it to be and that's commendable but my impressions are different. Some people use the Internet as a punching bag of sorts targeting who they think is listening.


I'm glad you said it! I always try to be positive and polite so I didn't want to come out and say what we all know - that there's certain people in these more esoteric hobbies - hardcore simulation wargaming being one of them - whom are... special. In the social services sense of "special." And then there's others that are just, er, gibbering lunatics. Anticipating the screeching of these special specimens in order to dampen their impact is one of the biggest pains in the rear end any devteam has to deal with.

quote:

while others are more passive aggressive and just slowly drain their targets until the targets validate them somehow.


I know exactly the kind you're talking about. They're a uniquely slimy kind of individual who glories in stirring the pot, and the harm they do is easily seen in the OP's long posts trying to reassure everyone that he's not one of "those guys." They actually make it more difficult to communicate!

quote:

Here's an example of an awesome inspiring string.


The best part of that is how they're comfortable with one another and clearly enjoying the process - that's what you get from a good community. Ours here certainly seems to self-select for good folk.

quote:

A tutorial mission explaining and demonstrating the effects of jamming, active vs. passive on detection would be nice...


I might have a crack at that. You can turn god's eye view on and off via scripting, right?




Scorpion86 -> RE: Jamming Effects (10/2/2017 6:54:58 PM)


quote:

ORIGINAL: Demetrious
quote:

A tutorial mission explaining and demonstrating the effects of jamming, active vs. passive on detection would be nice...


I might have a crack at that. You can turn god's eye view on and off via scripting, right?


I have no idea. I tried making a mission for that (my first contact with the editor ever) using portuguese assets, but they are grossly innacurate or missing, so I've delved into research so the devs could update the DB...




Demetrious -> RE: Jamming Effects (10/2/2017 7:06:43 PM)

quote:

ORIGINAL: Scorpion86
I have no idea. I tried making a mission for that (my first contact with the editor ever) using portuguese assets, but they are grossly innacurate or missing, so I've delved into research so the devs could update the DB...


It's no great issue - I can just specify in the briefing that the mission should be played from the editor, and send messages to the player to press ctrl-V at appropriate times so they can see real aircraft location versus what their sensors can see.




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