madorosh
Posts: 390
Joined: 3/2/2003 Status: offline
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quote:
ORIGINAL: dinsdale quote:
ORIGINAL: Michael Dorosh And so what does that have to do with the range? Instead of counting in units of 1s, if we are talking about the same things, the game then counts in units of 8s. It doesn't invalidate the game data or reduce engagement ranges. Without wishing to put words in Mobius's mouth, to me it reads as though he's commenting on the granularity of the playing area. To make a boardgame analagy, if I double the map dimensions, but then double the hex size, I may have increased the scale, but in practical terms it's the same number of map locations. I'm actually having a hard time understanding how the action area meshes with 1-1 representation, as the two concepts appear contradictory unless the area size is small enough to represent the location of an individual. However, as there's a demo out, and almost every release the last 5 years in this genre has been bug ridden at version 1.0, I don't quite understand why there's so much hostility or why bugs are a surprise. Thanks for the clarification - I hope that's what he meant, anyway. I don't see that the logic is any better in that case. If you have 5 hexes each of 100 metres (to follow your boardgame analogy), or 50 hexes each of 10 metres, you can still simulate weapons effects at 100 metres, 200 metres, 300 metres, 400 metres and 500 metres. In the latter case, you have more flexibility to do so, if you wanted to have drop off of, say, weapons effects at the 250, 350 etc. metre mark. Is this perhaps the type of thing he's getting at? I believe that is what you mean by granularity, anyway? 8m seems like a pretty good "grain" for this scale of combat, then. The old system was a 20 metre terrain grid; I think some game functions were on a 2 metre sub-grid, at least unit placement was. These are pretty deep details that most gamers don't get into; I must confess an interest in them myself, so the conversation is interesting to me. So what is it we are saying about the strengths/weaknesses of the 8m grid? Aside from the obvious point that it is an abstraction, which any game is going to have, I guess I still don't understand the point about engagement ranges. I know Muzzle Velocity - a very early true 3D tactical game/FPS hybrid - was criticized because while it had King Tigers and Panthers and Sherman Fireflys in it, the typical armour engagement was only 300 metres or so. The terrain did get telescoped down IIRC. I'm not aware of that ever being a valid criticism of any of the CM games though?
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