Hexagon -> RE: Close Combat February Update (2/26/2018 11:15:10 AM)
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Yes, you are right, i see it and since LSA you can install mods over base game without need touch base files, is like have 2 titles in same installation working like 2 diferent games... even i use it to install Tunisia mod for TLD [:D] Well, in new title i think could be possible create a campaign map ala CC5 BUT without the problems from CC5 maps number, even in actual content could be possible have the 3 theaters showed over a single map a little like operations/actions in CC2 with the operation area divided in maps to move your unit or units and you need complete an operation to jump next one battle-campaign area... even is possible have operations individual, not linked... i think in a CC title based in airborne units with operations for german, USA, UK, soviet and japanese units with 5-6 maps per operation a little like that minimods for CC5 and more infantry combat orientated and searching maps with no multilevel buildings until they could be introduce (i dont see a Stalingrad title using only one floor buildings for example). Apart the question about content and the cannon fodder point i am curious to know if with new engine, after see how infantry deal with obstacles finally we are going to have infantry using defensive works (individual soldier holes, trenches, weapon pits, bunkers...) correct and you can move them for a trench without see them leaving it to die... and if we can place that kind of defensive works in maps like you can do in other games. Other important question is if vehicles are going to have the option to control what load in main gun AND decide if use it or not VS targets pre-selected, for example i want a tank load AP ammo and only use MGs VS infantry and main gun VS guns-vehicles adapting the shell to the type of target.
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