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RE: Infantry weapons - 9/19/2016 8:49:45 PM   
Gunner98

 

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Joined: 4/29/2005
From: The Great White North!
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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

(in reply to mikmykWS)
Post #: 31
RE: Infantry weapons - 9/19/2016 9:31:46 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline

quote:

ORIGINAL: Gunner98

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


Nobody is going to spoil the game....

Mike

_____________________________


(in reply to Gunner98)
Post #: 32
RE: Infantry weapons - 9/19/2016 11:26:50 PM   
ParachuteProne

 

Posts: 207
Joined: 8/2/2004
Status: offline
quote:

ORIGINAL: hellfish6

Just as a thought experiment, what do people want ground forces to do? What is your ideal end-state for them in Command as we know it now? Beyond adding weapons and vehicles and equipment.


For me personally I would like ground forces to be able to do all the things they do in real life.
On a large scale move into another nation and battle for cities and airports etc.
On a small scale insert special forces to raid (by land air and sea), engage in rescues, destroy specific targets etc.
That being said I don't feel the need to track every bullet and rpg round like we do in the other aspects of the game.
I simply would like it to be realistic in the end results.
One of the biggest challenges is you can have opposing divisions face off with little change in the front line or one side can falter causing the player to evacuate ports/airfields/cities etc.
In a typical scenario of 7 days there may be little change in a front line or it could be a huge change. (Thats when things get tense)
The devs have proven that they will make the right decisions in mplement it so I'm anxious to see what they come up with on a difficult aspect of the game.
I hope we don't have to wait too too long to see the end result whatever it is although I know it won't be soon.
I also wouldn't mind paying for the ground aspect to be added in a paid addon but that's another discussion.


< Message edited by ParachuteProne -- 9/20/2016 12:00:55 AM >

(in reply to hellfish6)
Post #: 33
RE: Infantry weapons - 9/20/2016 7:07:27 AM   
strykerpsg

 

Posts: 277
Joined: 11/13/2010
Status: offline

quote:

ORIGINAL: ParachuteProne

quote:

ORIGINAL: hellfish6

Just as a thought experiment, what do people want ground forces to do? What is your ideal end-state for them in Command as we know it now? Beyond adding weapons and vehicles and equipment.


For me personally I would like ground forces to be able to do all the things they do in real life.
On a large scale move into another nation and battle for cities and airports etc.
On a small scale insert special forces to raid (by land air and sea), engage in rescues, destroy specific targets etc.
That being said I don't feel the need to track every bullet and rpg round like we do in the other aspects of the game.
I simply would like it to be realistic in the end results.
One of the biggest challenges is you can have opposing divisions face off with little change in the front line or one side can falter causing the player to evacuate ports/airfields/cities etc.
In a typical scenario of 7 days there may be little change in a front line or it could be a huge change. (Thats when things get tense)
The devs have proven that they will make the right decisions in mplement it so I'm anxious to see what they come up with on a difficult aspect of the game.
I hope we don't have to wait too too long to see the end result whatever it is although I know it won't be soon.
I also wouldn't mind paying for the ground aspect to be added in a paid addon but that's another discussion.




But are you not really going beyond the scope of what Command Modern Naval Air Operations really represents?

Additionally, the developers plate is already very full and managed well of accommodating its player base and requests. Then there would be a dire need to detail the elevation/depressions of a map, more so than is already present for masking ships and aircraft. Then a need to design a ground combat AI that factors in even more things above and beyond large vessel resupply....small arms munitions could become overwhelming. What about water and food resupply and the logistics of representing how those are resupplied.

Don't get me wrong, I love ground combat simulators, but I think asking for ground combat to be added to an already outstanding simulator potentially asks the simulator to become a "Jack of all trades, master of none" in order to cover an additional aspect of ground warfare. There's way too many ground simulators available already. Let's just keep this one focused on what they are already doing outstanding with...Naval and Air operations.

(in reply to ParachuteProne)
Post #: 34
RE: Infantry weapons - 9/20/2016 2:18:45 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline

quote:

ORIGINAL: strykerpsg


quote:

ORIGINAL: ParachuteProne

quote:

ORIGINAL: hellfish6

Just as a thought experiment, what do people want ground forces to do? What is your ideal end-state for them in Command as we know it now? Beyond adding weapons and vehicles and equipment.


For me personally I would like ground forces to be able to do all the things they do in real life.
On a large scale move into another nation and battle for cities and airports etc.
On a small scale insert special forces to raid (by land air and sea), engage in rescues, destroy specific targets etc.
That being said I don't feel the need to track every bullet and rpg round like we do in the other aspects of the game.
I simply would like it to be realistic in the end results.
One of the biggest challenges is you can have opposing divisions face off with little change in the front line or one side can falter causing the player to evacuate ports/airfields/cities etc.
In a typical scenario of 7 days there may be little change in a front line or it could be a huge change. (Thats when things get tense)
The devs have proven that they will make the right decisions in mplement it so I'm anxious to see what they come up with on a difficult aspect of the game.
I hope we don't have to wait too too long to see the end result whatever it is although I know it won't be soon.
I also wouldn't mind paying for the ground aspect to be added in a paid addon but that's another discussion.




But are you not really going beyond the scope of what Command Modern Naval Air Operations really represents?

Additionally, the developers plate is already very full and managed well of accommodating its player base and requests. Then there would be a dire need to detail the elevation/depressions of a map, more so than is already present for masking ships and aircraft. Then a need to design a ground combat AI that factors in even more things above and beyond large vessel resupply....small arms munitions could become overwhelming. What about water and food resupply and the logistics of representing how those are resupplied.

Don't get me wrong, I love ground combat simulators, but I think asking for ground combat to be added to an already outstanding simulator potentially asks the simulator to become a "Jack of all trades, master of none" in order to cover an additional aspect of ground warfare. There's way too many ground simulators available already. Let's just keep this one focused on what they are already doing outstanding with...Naval and Air operations.


What if another team was working on it and we wheren't drawing resources from the same pool?

Mike


_____________________________


(in reply to strykerpsg)
Post #: 35
RE: Infantry weapons - 9/20/2016 10:44:01 PM   
kevinkins


Posts: 2257
Joined: 3/8/2006
Status: offline
Wait, is that question in any way related to the number of ground units in the new patch and this passage from the Pentagon thread?

"Warfaresims has actually grown a bit and will continue to. We are actually taking resume's if any coders are interested. I would highly suggest working on the beta team a bit to get to know us and how we do things and then submitting if you're interested.

Thanks!

Mike"

I know I lost a bit on the fastball over the years, but I can still put 2 and 2 together.

(in reply to mikmykWS)
Post #: 36
RE: Infantry weapons - 9/20/2016 11:28:40 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
Nope. No relation.

Thanks

Mike

_____________________________


(in reply to kevinkins)
Post #: 37
RE: Infantry weapons - 9/21/2016 1:19:55 AM   
ParachuteProne

 

Posts: 207
Joined: 8/2/2004
Status: offline

quote:

ORIGINAL: strykerpsg


quote:

ORIGINAL: ParachuteProne

quote:

ORIGINAL: hellfish6

Just as a thought experiment, what do people want ground forces to do? What is your ideal end-state for them in Command as we know it now? Beyond adding weapons and vehicles and equipment.


For me personally I would like ground forces to be able to do all the things they do in real life.
On a large scale move into another nation and battle for cities and airports etc.
On a small scale insert special forces to raid (by land air and sea), engage in rescues, destroy specific targets etc.
That being said I don't feel the need to track every bullet and rpg round like we do in the other aspects of the game.
I simply would like it to be realistic in the end results.
One of the biggest challenges is you can have opposing divisions face off with little change in the front line or one side can falter causing the player to evacuate ports/airfields/cities etc.
In a typical scenario of 7 days there may be little change in a front line or it could be a huge change. (Thats when things get tense)
The devs have proven that they will make the right decisions in mplement it so I'm anxious to see what they come up with on a difficult aspect of the game.
I hope we don't have to wait too too long to see the end result whatever it is although I know it won't be soon.
I also wouldn't mind paying for the ground aspect to be added in a paid addon but that's another discussion.




But are you not really going beyond the scope of what Command Modern Naval Air Operations really represents?

Additionally, the developers plate is already very full and managed well of accommodating its player base and requests. Then there would be a dire need to detail the elevation/depressions of a map, more so than is already present for masking ships and aircraft. Then a need to design a ground combat AI that factors in even more things above and beyond large vessel resupply....small arms munitions could become overwhelming. What about water and food resupply and the logistics of representing how those are resupplied.

Don't get me wrong, I love ground combat simulators, but I think asking for ground combat to be added to an already outstanding simulator potentially asks the simulator to become a "Jack of all trades, master of none" in order to cover an additional aspect of ground warfare. There's way too many ground simulators available already. Let's just keep this one focused on what they are already doing outstanding with...Naval and Air operations.



Its just a name. The game was released as a combined operations game with land sea and air units.
Not sure where you get the "ground simulator" part ? Its a strategy game.
All I'm doing is to give my opinion on a question posted about the Combined ops game we all own.
Once the ground part is fleshed out I'll be happy regardless of how detailed it is as long as its realistic.



(in reply to strykerpsg)
Post #: 38
RE: Infantry weapons - 9/21/2016 2:08:17 PM   
ParachuteProne

 

Posts: 207
Joined: 8/2/2004
Status: offline

quote:

ORIGINAL: mikmyk


quote:

ORIGINAL: strykerpsg


quote:

ORIGINAL: ParachuteProne

quote:

ORIGINAL: hellfish6

Just as a thought experiment, what do people want ground forces to do? What is your ideal end-state for them in Command as we know it now? Beyond adding weapons and vehicles and equipment.


For me personally I would like ground forces to be able to do all the things they do in real life.
On a large scale move into another nation and battle for cities and airports etc.
On a small scale insert special forces to raid (by land air and sea), engage in rescues, destroy specific targets etc.
That being said I don't feel the need to track every bullet and rpg round like we do in the other aspects of the game.
I simply would like it to be realistic in the end results.
One of the biggest challenges is you can have opposing divisions face off with little change in the front line or one side can falter causing the player to evacuate ports/airfields/cities etc.
In a typical scenario of 7 days there may be little change in a front line or it could be a huge change. (Thats when things get tense)
The devs have proven that they will make the right decisions in mplement it so I'm anxious to see what they come up with on a difficult aspect of the game.
I hope we don't have to wait too too long to see the end result whatever it is although I know it won't be soon.
I also wouldn't mind paying for the ground aspect to be added in a paid addon but that's another discussion.




But are you not really going beyond the scope of what Command Modern Naval Air Operations really represents?

Additionally, the developers plate is already very full and managed well of accommodating its player base and requests. Then there would be a dire need to detail the elevation/depressions of a map, more so than is already present for masking ships and aircraft. Then a need to design a ground combat AI that factors in even more things above and beyond large vessel resupply....small arms munitions could become overwhelming. What about water and food resupply and the logistics of representing how those are resupplied.

Don't get me wrong, I love ground combat simulators, but I think asking for ground combat to be added to an already outstanding simulator potentially asks the simulator to become a "Jack of all trades, master of none" in order to cover an additional aspect of ground warfare. There's way too many ground simulators available already. Let's just keep this one focused on what they are already doing outstanding with...Naval and Air operations.


What if another team was working on it and we wheren't drawing resources from the same pool?

Mike



Is that something that may happen ? or is it something underway ? :)
Sounds great to me as it will speed development.

(in reply to mikmykWS)
Post #: 39
RE: Infantry weapons - 9/21/2016 5:09:57 PM   
Gunner98

 

Posts: 5508
Joined: 4/29/2005
From: The Great White North!
Status: offline
quote:

I'll be happy regardless of how detailed it is as long as its realistic


I think that this is the nub of the problem. Defining detailed and defining realistic. In many minds you cannot have realistic unless it is detailed. In other peoples minds, dealing with too much detail is unrealistic. Its a 'chicken & egg' question but it makes or breaks many games.

B

(in reply to ParachuteProne)
Post #: 40
RE: Infantry weapons - 9/21/2016 5:41:02 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
quote:

ORIGINAL: ParachuteProne

Is that something that may happen ? or is it something underway ? :)
Sounds great to me as it will speed development.



Its something that we'd like to do at some point but is on the far end of long list of priorities. For now we're just adding things that make sense for the current model.

I think my point was that there are creative solutions and that we could bring in another team etc to strickly work on that or other modules. We have not sought out or started a team for this yet at this point. Hopefully someday though.

Thanks!

Mike


< Message edited by mikmyk -- 9/21/2016 5:43:03 PM >


_____________________________


(in reply to ParachuteProne)
Post #: 41
RE: Infantry weapons - 9/21/2016 5:41:08 PM   
ParachuteProne

 

Posts: 207
Joined: 8/2/2004
Status: offline
quote:

ORIGINAL: Gunner98

quote:

I'll be happy regardless of how detailed it is as long as its realistic


I think that this is the nub of the problem. Defining detailed and defining realistic. In many minds you cannot have realistic unless it is detailed. In other peoples minds, dealing with too much detail is unrealistic. Its a 'chicken & egg' question but it makes or breaks many games.

B


I agree, its gona be a tough one.
I should clarify my response in that by "realistic" I'm talking about end results not in detail and of course I'm only speaking for myself.
Back when I was young there was a board game called "Falklands War".
It was a combined ops game. On the land and air side attrition was by dividing down units.
a Battalion could be divided down to companies etc. There were special forces raids etc.
It was all quite basic but the end results of the battles made sense and were believable - at least to me.
If the devs thought they couldn't do it well I'm sure they would pass on it.
Ground combat is already there in a simplified form.
As to those that don't want the ground side they could simply leave that aspect out of their scenarios which is what is done now.





< Message edited by ParachuteProne -- 9/21/2016 5:45:46 PM >

(in reply to Gunner98)
Post #: 42
RE: Infantry weapons - 9/21/2016 5:43:44 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline

quote:

ORIGINAL: ParachuteProne


quote:

ORIGINAL: Gunner98

quote:

I'll be happy regardless of how detailed it is as long as its realistic


I think that this is the nub of the problem. Defining detailed and defining realistic. In many minds you cannot have realistic unless it is detailed. In other peoples minds, dealing with too much detail is unrealistic. Its a 'chicken & egg' question but it makes or breaks many games.

B


I agree, its gona be a tough one.
I should clarify my response in that by "realistic" I'm talking about end results not in detail and of course I'm only speaking for myself.
Back when I was young there was a board game called "Falklands War".
It was a combined ops game. On the land and air side attrition was by dividing down units.
a Battalion could be divided down to companies etc. There were special forces raids etc.
It was all quite basic but the end results of the battles made sense and were believable - at least to me.
If the devs thought they couldn't do it well I'm sure they would pass on it.
Ground combat is already in in a simplified form. Sounds to me like a 3rd party may take it on if I understand what has been said already.
As to those that don't want the ground side can simply leave that aspect out of their scenarios.





No ground combat team yet but there is always an option.

Obviously its our decision on everything entirely

Mike


_____________________________


(in reply to ParachuteProne)
Post #: 43
RE: Infantry weapons - 9/21/2016 5:46:29 PM   
ParachuteProne

 

Posts: 207
Joined: 8/2/2004
Status: offline

quote:

ORIGINAL: mikmyk


quote:

ORIGINAL: ParachuteProne


quote:

ORIGINAL: Gunner98

quote:

I'll be happy regardless of how detailed it is as long as its realistic


I think that this is the nub of the problem. Defining detailed and defining realistic. In many minds you cannot have realistic unless it is detailed. In other peoples minds, dealing with too much detail is unrealistic. Its a 'chicken & egg' question but it makes or breaks many games.

B


I agree, its gona be a tough one.
I should clarify my response in that by "realistic" I'm talking about end results not in detail and of course I'm only speaking for myself.
Back when I was young there was a board game called "Falklands War".
It was a combined ops game. On the land and air side attrition was by dividing down units.
a Battalion could be divided down to companies etc. There were special forces raids etc.
It was all quite basic but the end results of the battles made sense and were believable - at least to me.
If the devs thought they couldn't do it well I'm sure they would pass on it.
Ground combat is already in in a simplified form. Sounds to me like a 3rd party may take it on if I understand what has been said already.
As to those that don't want the ground side can simply leave that aspect out of their scenarios.





No ground combat team yet but there is always an option.

Obviously its our decision on everything entirely

Mike



Personally I think I should have the final say - Ha Ha


(in reply to mikmykWS)
Post #: 44
RE: Infantry weapons - 9/21/2016 5:47:32 PM   
mikmykWS

 

Posts: 11524
Joined: 3/22/2005
Status: offline
LOL

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(in reply to ParachuteProne)
Post #: 45
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