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RE: Combat Summary oddity and playback?

 
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RE: Combat Summary oddity and playback? - 7/5/2004 7:05:16 PM   
Adnan Meshuggi

 

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Joined: 8/2/2001
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Well, the battle reports are "a" problem.

Sure, you allways should get foggy results (even the own losses are not clear until AFTER the battle ended (air war) or even later on (sea war.... burning ship sinks 1 week later, etc...)

But i remember PacWar... here we had the chance to see any battle if we toggled the map - so we have the chance to run the battle and look later to it (without interruption of the actual battle reports). Cause in the large campagins it is about 5 minutes each turn to look (if i make 0.1 seconds delay, no combat animation, no report). I use a 2,8 GHz P4, 1 GB Ram, 160 GB Harddisk (with 10 Gig Space full), a ATI 9800 Pro @XT, a brandnew (3 Month) old computer, actual patches for everything. Sure, it is a laaaaaaaaaaaaarge game with a lot things. I also have no problem with it. But i would love to look at the Reports like i did in PACWar (so i see the battles on the map)

By the way, is there any chance for a Zoom-key ? This 1024x768er Resolution is quite large at my 18", so smaller hex (and more infos on the screen) would be fine (but okay, not everybod use it). The alternative would be 1280x1024er resolution...

another strange thing is the missing "next TF/AIR/BASE" button... i mean, in PACWAR it existed... i missed it in UV (maybe it exist but i am stupid ? or i am stupid but the button is still missing )...

this could help to speed up the turns (oh, i speak about the onscreen thing, you are on a base data and jump to the next base.)
The same with an "set all planes in this hex/base" thing... also, what is the difference ? i mean, does exist more then one base in a hex ? just asking...

But the game is fantastic... every night untill 2 am. I am very tired... my wife is a little bit frustrated... yeah. But i love to kick some enemies a$$es...

_____________________________

Don't tickle yourself with some moralist crap thinking we have some sort of obligation to help these people. We're there for our self-interest, and anything we do to be 'nice' should be considered a courtesy dweebespit

(in reply to MadDawg)
Post #: 31
RE: Combat Summary oddity and playback? - 7/6/2004 1:13:36 AM   
Charles2222


Posts: 3993
Joined: 3/12/2001
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If you toy around with the interface a bit more you may find what you're looking for. I can tab to the next base for example, but I hadn't seen a need to tabbing to the next airfield, but it may be there nonetheless.

(in reply to Adnan Meshuggi)
Post #: 32
RE: Combat Summary oddity and playback? - 7/6/2004 1:42:40 AM   
Capitaine

 

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At this scale of conflict simulation, what's the point of so much "double" FOW? It's not like there's anything anyone can do or not do based on the disinformation. If the animated air battles are essentially meaningless (yes, I've seen myself my own 0 planes still being attacked and destroyed long after they reached 0), why should we waste our time watching this? Since the friendly AI determines local attack decisions, this degree of FOW seems misplaced.

Just my opinion, but someone please explain why having this FOW in this instance is soooo material to the game?

(in reply to Charles2222)
Post #: 33
RE: Combat Summary oddity and playback? - 7/6/2004 3:06:56 AM   
Charles2222


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Joined: 3/12/2001
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quote:

ORIGINAL: Capitaine

At this scale of conflict simulation, what's the point of so much "double" FOW? It's not like there's anything anyone can do or not do based on the disinformation. If the animated air battles are essentially meaningless (yes, I've seen myself my own 0 planes still being attacked and destroyed long after they reached 0), why should we waste our time watching this? Since the friendly AI determines local attack decisions, this degree of FOW seems misplaced.

Just my opinion, but someone please explain why having this FOW in this instance is soooo material to the game?


Yeah, I think I get what you mean. I mean if it says zero and there's still some flying about, then obviously it isn't zero. Maybe when one of those zeroes attack (pun intended) it should at least go back up to one plane? But, then again, maybe the fact it's attacking is only known to me and not to my men (sounds like Back to the Future or something.

(in reply to Capitaine)
Post #: 34
RE: Combat Summary oddity and playback? - 7/6/2004 2:29:04 PM   
Capitaine

 

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Joined: 1/15/2002
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Yeah, Charles, I'm not saying the double FOW is not realistic, I'm merely talking about materiality. What is the game purpose for this? It may be true in RL, but if it doesn't really impact game decision-making, why not just let us observe actual air combat performance? At least it would be interesting to note the actual effectiveness of the battle.

If the game were more tactical, where players made the strike target, refueling, rearming, etc... decisions of the carriers, it would be arguably material to those decisions.

OTOH, maybe the immateriality is not consequential anyway? Perhaps it's a matter of "why not just make it 'realistic' by placing you in that radio room hearing the innacurate reports?"

Still, if someone can tell me what material advantage they think they'd gain from accurate battle animations/combat summaries, I'd love to know!

(in reply to Charles2222)
Post #: 35
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