I want to go through my first impressions, and perhaps give a few thoughts on how certain areas might be improved. If this stuff has been discussed before please forgive me, I haven't read every thread, nor do I have time to go through the search function with all this stuff. All my thoughts are on gameplay and realism... my expertise I'm afraid [;)]
1. First of all I love the lighting model... I get a very good feeling that it seems to be a sunny winter day. I wonder how the lighting might change if it is overcast, dawn, or dusk... again, I have only seen the demo, and really only played one scenario.
I did notice that the normal or bump maps used on the models seem a little too strong... that is a minor matter though and doesn't ruin the immersion for me but more subtlety to the bump maps would clean up the models a bit.
2. Formation commands. Finally! I tried to get Battlefront to include formation commands in the CM series but I was poo-pooed for some reason.. guess they like their micro-management over there. I think this is one of the strongest parts of the game, allows me to use Platoons more realistically and eases the burden on the player.
However, I do think we need to add a few formations to the few you have included... here is a lst of formations used by WW2 Platoons:
(bold face formations are in the game)
- Wedge
- Column
- Line
- Vee
- Echelon Right
- Echelon Left
- Line of Sections
Also for formations I would love to see some sort of spacing control. Spacing for these formations could be adjusted by the Platoon Leader based on tactical situation and/or terrain restrictions. It is hard for me to get a good guage of distance in this game for some reason... but be as that may, here is a list of what the formation spacing should be (I have a feeling that the formation spacing presently in game is way too close):
NOTE: The spacings listed here are from the US Army Field Manual for Tank Platoons (WW2 version), I understand that they might have been far different in action.
- Wedge - 200m - 400m
- Column - 200m - 800m (long)
- Line - 200m - 800m
- Vee - 200m - 400m
- Echelon Right - 200m - 400m
- Echelon Left - 200m - 400m
- Line of Sections - 50m - 200m
3. Movement Commands. I think these are excellent, I especially love the bound comand... however I would like a little more control, like being able to move waypoints (yes we do need waypoints even if you restrict the number available during the orders phase) in order to place the overwatch position in better terrain.
The actual implementation could be cleaned up a bit to make it more realistic... but really to do this right you need to be able to break the Platoon into teams.
4. Artillery. Again I think the implementation is excellent... the only thing I would add is the ability to choose different round types (like smoke, and perhaps air or ground burst), although perhaps this capability should be restricted to Forward Observers (are FO's in the full game?).
5. Phases. I really like the way the game plays out with an order and then a reaction phase.. I wasn't sure I would like it, but I think it is very clever and adds to the uniqueness of the game especially allowing ambushing units a few seconds of hassle free shooting.
6. Buy units. Jury is out on this feature... is this in for every scenario in the game? I think if you are looking for a quick battle then it is a good thing.. otherwise I would rather not have the choice, especially for campaign play, or especially if historical scenarios are created.
7. Tracks in snow. Very nice. Anyway to make them permanant? There are tactical reasons for this, as well as for immersion.
8. Jump Map. Not unique to this game of course, but I appreciate it being included, very useful.
9. OB Screen. Only needs to scroll to account for large battles. Again, very useful.
I would like to see the ability to create battle groups, or even seperate teams from this screen though (or by simply selecting the units and assigning them a team). I would like to see these created groups have order giving capability like a Platoon element. So if you have a team of 2 tanks, then the team leader should have perhaps a limited Platoon order ability. Though this ability should perhaps be restricted for the Soviet side.
Use of teams within the Platoon (or even within the infantry squad) was SOP for most armies in WW2.
10. Place unit. I find this feature at game start to be too restrictive. I would like to be able to mount infantry and assign formations (with the units popping into correct position) before I start the game clock.
11. More independant thought... from units. I understand that a lot of time a tank might not be able to see what is firing at it as it advances.. in fact I would argue that the majority of time it won't know immediately, so giving the firing unit a few free shots before I can reply is great. However.. this same tank that is under fire will continue to advance like nothing is happening. I would like to see the unit in this situation either stop and face the direction of fire, or withdraw perhaps... perhaps even pick up speed to get under cover. I don't really care, but some sort of reaction instead of blindly and stupidly going towards it's movement waypoint.
Perhaps it won't even know its under fire at first... but these options should at least be available within the Reaction Phase.
Similarly I think obstacle avoidance, while pretty good, needs a little work. I would like to see vehicles start their avoidance a little earlier, instead of having to stop, turn, move, turn, etc... until they are around the obstacle, I would rather see them adjust their movement further back, move cleanly around the obstacle and then smoothly move back into position.
12. Fog of War. There is no way that when identifying enemy units I should ever know their unit down to which vehicle or squad they happen to be in a specific platoon. This should be a lot fuzzier than it is now. Also, I would like to see some mis-identifications and have the vehicle remain unidentified (to a type only) until a good LOS can be achieved. Which should require you to get fairly close.
13. Heavy Woods. No vehicle should be allowed in heavy woods.
14. Firing at buildings? For the life of me I can't figure out how to fire at buildings, or even at units in buildings. Is this possible? If so please enlighten me. I keep getting LOS blocked by terrain message.
15. Vehicle MG fire. Why choose MG ammo when giving a fire command? Could save a step there...
I think that's enough for now. This is a very good game, and I am really looking forward to seeing where you guys go with it. Whatever you do, don't let it become another CM, it can stand on its own. I hope it develops that way.
Regards,
Bil