ORIGINAL: z1812
It was quite informative and for the most part sums up the differences between PCK and CMx1 objectively.
regards John
John,
Did you find the following part of the article confusing at all?
I think its game play is still slightly less than that of CM:BB. Here are a few key reasons:
*PC:K’s units are a subset of the units CM:BB provides. No allied armies, more limited timeframe, few infantry type options, etc.
*No covered arcs. In fact some of the designers/developers are dead set against them.
*Order system that is still not completely matured.
*No waypoints, chaining movement types, or color coding of movement lines for quick reference.
*No/Limited TacAI to handle events in the middle of the action phase
*No fatigue model
*Use of buildings by infantry
*A significant feel that this is basically a board game with computers; phases, opportunity fire, reaction, dice rolls, factors, etc.
What is good about PC:K:
*New and interesting platoon command system
*Heads Up Display (HUD) that allows you to select units from list
*Events list that brings you to unit when clicked
*Formations
*Flexible camera system
*Limited command delays
*Mini map for good situational awareness
Personally, I found Kevin's comment about "use of buildings by infantry" kind of odd. Is he indicating that one of the games does it better than the other, or is he getting at something else?
Also, I'm surprised that the author didn't mention PzC's use of relative-spotting as a positive for the newer game.
Finally, as to TAC-AI, Kevin may not realize it, but units, including armour, actually do react to threats in the game. For instance, a vehicle can fail a morale check and then withdraw with it's front facing the enemy. I have to add however, that this doesn't happen terribly often, which could be why he didn't mention it.
Thoughts?
PoE (aka ivanmoe)