Well Done

Flashpoint Campaigns Southern Storm is a grand tactical wargame set at the height of the Cold War, with the action centered on the year 1989.

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byzantine1990
Posts: 172
Joined: Sat Aug 13, 2022 8:14 pm

Well Done

Post by byzantine1990 »

Playing through the tutorials and some small scenarios and I'm really enjoying the changes. The SOP system is a god send. Especially playing the Soviets with the long turn times it feels like the limitations of the old system have been removed.

A couple thoughts

Artillery takes a long time. I'm not sure if this is something I can set but my mortars had almost ten animations at a time for a fire mission. I would rather just get one animation per minute rather than seeing every barrage. This game absolutely shines at brigade or division level but if every single artillery unit plays ten animations per fire mission these turns are going to take forever.

Also, during the tutorial I noticed one of my tanks would veer off road perpendicular to my waypoint when my units bunched up a little bit. A tank moving off road to make way for other units is fine but it would move three to four hexes and then come back to the road.

Neither of these issues will stop me from playing the game but I wanted to let you know. I'm greatly enjoying the game.
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cbelva
Posts: 2221
Joined: Sat Mar 26, 2005 8:11 pm
Location: Nevada USA

Re: Well Done

Post by cbelva »

The tank going off road and then back on is due to the group move routine. We hope to refine that even more going forward.
Charles Belva
On Target Simulations LLC
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WildCatNL
Posts: 911
Joined: Fri Mar 27, 2009 5:21 pm
Location: Eindhoven, the Netherlands

Re: Well Done

Post by WildCatNL »

byzantine1990 wrote: Fri Nov 18, 2022 3:08 pm Artillery takes a long time. I'm not sure if this is something I can set but my mortars had almost ten animations at a time for a fire mission. I would rather just get one animation per minute rather than seeing every barrage. This game absolutely shines at brigade or division level but if every single artillery unit plays ten animations per fire mission these turns are going to take forever.
In the user preferences, you can increase the animation speed from 1x (default) to 50x. At 50x, all animations still play (along with their sound effects), but take a lot less time. It's my favorite setting when I want to focus on the big picture.

Don't hesitate to try and change the user preferences. The game caters for a wide audience, some who care about every single TOW missile, and others who want to move forward to the next Decision Point ASAP.

William
William
On Target Simulations LLC
byzantine1990
Posts: 172
Joined: Sat Aug 13, 2022 8:14 pm

Re: Well Done

Post by byzantine1990 »

cbelva wrote: Fri Nov 18, 2022 4:53 pm The tank going off road and then back on is due to the group move routine. We hope to refine that even more going forward.
Great to hear!
byzantine1990
Posts: 172
Joined: Sat Aug 13, 2022 8:14 pm

Re: Well Done

Post by byzantine1990 »

WildCatNL wrote: Fri Nov 18, 2022 5:11 pm
byzantine1990 wrote: Fri Nov 18, 2022 3:08 pm Artillery takes a long time. I'm not sure if this is something I can set but my mortars had almost ten animations at a time for a fire mission. I would rather just get one animation per minute rather than seeing every barrage. This game absolutely shines at brigade or division level but if every single artillery unit plays ten animations per fire mission these turns are going to take forever.
In the user preferences, you can increase the animation speed from 1x (default) to 50x. At 50x, all animations still play (along with their sound effects), but take a lot less time. It's my favorite setting when I want to focus on the big picture.

Don't hesitate to try and change the user preferences. The game caters for a wide audience, some who care about every single TOW missile, and others who want to move forward to the next Decision Point ASAP.

William
Great thank you. I'll look into some more of the options.
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