ORIGINAL: Erik Rutins
Just FYI, I just updated the PBEM FAQ thread with a screenshot tutorial. Please review it if you run into any issues.
tm.asp?m=1772118
Thanks for all your hard work Erik. That is very helpful.
ORIGINAL: Erik Rutins
Just FYI, I just updated the PBEM FAQ thread with a screenshot tutorial. Please review it if you run into any issues.
tm.asp?m=1772118
ORIGINAL: 76mm
Although I've bought the game, I haven't played it yet (too busy...).
One frustration seems to be that if you want the HQ to do something different from all of its squads, you have to give the new order to the HQ, and then go back and "cancel" them for the squads. Instead of this rather convoluted procedure, could Matrix change the interface so that if you press the "shift" key while giving an order to an HQ, it only affects the HQ (and not all of the squads)?
Not sure not having even played yet, but it seems like something like this would reduce some of the frustration that some are reporting.
ORIGINAL: 76mm
One frustration seems to be that if you want the HQ to do something different from all of its squads, you have to give the new order to the HQ, and then go back and "cancel" them for the squads.

ORIGINAL: RocketMan
Perhaps you could also issue orders to individual units in a similar fashion. For instance, holding the shift key and then right clicking would allow you to issue orders to individual units that are different than the orders you gave to your HQ unit.

ORIGINAL: Erik Rutins
Actually, it already cancels them for you and sets them to the HQ's orders, which is what was bothering RocketMan.
ORIGINAL: PDiFolco
Erik,
I think you're not heading the right way : what we need is a system where you would *want to* use platoon level orders because it's the best way to play the game, not because there are some artificial constraints forcing you to use them. For example there's no rationale for not letting a squad run to cover, whatever his platoon leader is doing !
I'm boarding the boat late but feels somewhat like Rocketman in the initial post. Like him, a part of it was due to poor understanding of the magical "engage" orders -that is imho badly named/organized, because it's a mix of fire and movement orders, that is below the others movement orders. Like him I'm rather annoyed by the "let's move parallel" default behavior, that require manual adaptations, and I can add that the I miss waypoints, given that there is no "safest" pathing option (ie path using best cover).
However, I have no big problems with armor units - the current orders are mostly ok, tanks don't need as much details, the problem lies with infantry.
What I'd suggest is to aim at more "lifelike" platoon orders - like "1st squad run to the patch of wood 50 m ahead to the left, while covered by 2nd squad's fire, and 3rd squad makes a flanking move to the right". Or else get rid of the squads altogether (let's play platoon-sized infantry units) if the idea is to not be able to order them (the squads). Wanting to have simple orders, the same that could apply to a squad, but apply them at platoon level can't be completely satisfactory.
ORIGINAL: PDiFolco
Ok, mad Russian, I'll try that.
Problem may be that after 8 years playing CM I have totally adapted to them and I've difficulties to change ! [:o]
ORIGINAL: thewood1
76, I have found that to be true sometimes, but not others. Haven't quite firgured out what I did different in each case.
I know I have given individual orders and then gone back to give an order to the HQ without losing the individual orders. But I am not sure if this is because I didn't change the base order or not. I may just not have noticed.

ORIGINAL: thewood1
The issue to me is now you have to double check the orders of every unit to make sure you don't mistakenly issue orders while adjusting an HQ. I have do this several times a game in larger scenarios.

ORIGINAL: thewood1
I would also like a better display of the units orders. Currently it is the info screen at the same color and font as the units name. It is easy to miss. Can we change the color of the unit info box to reflect the units stance or current order?
Right now, the orders system requires checking and double checking current stance/orders to avoid inadvertently altering or forgetting orders to subordinate units. Some visual indication via button/icon would also be helpful.

ORIGINAL: Mad Russian
ORIGINAL: PDiFolco
Erik,
I think you're not heading the right way : what we need is a system where you would *want to* use platoon level orders because it's the best way to play the game, not because there are some artificial constraints forcing you to use them. For example there's no rationale for not letting a squad run to cover, whatever his platoon leader is doing !
I'm boarding the boat late but feels somewhat like Rocketman in the initial post. Like him, a part of it was due to poor understanding of the magical "engage" orders -that is imho badly named/organized, because it's a mix of fire and movement orders, that is below the others movement orders. Like him I'm rather annoyed by the "let's move parallel" default behavior, that require manual adaptations, and I can add that the I miss waypoints, given that there is no "safest" pathing option (ie path using best cover).
However, I have no big problems with armor units - the current orders are mostly ok, tanks don't need as much details, the problem lies with infantry.
What I'd suggest is to aim at more "lifelike" platoon orders - like "1st squad run to the patch of wood 50 m ahead to the left, while covered by 2nd squad's fire, and 3rd squad makes a flanking move to the right". Or else get rid of the squads altogether (let's play platoon-sized infantry units) if the idea is to not be able to order them (the squads). Wanting to have simple orders, the same that could apply to a squad, but apply them at platoon level can't be completely satisfactory.
To a lesser degree I felt like Rocketman as well. The issue is, as you say, only in the infantry combat system.
But in PC's defense, a wargame is a series of compromises and abstractions. The combat model can be used to show combat in any one of thousands of different view points. What Matrix has chosen is to show combat from the small unit commanders view. Company or Battalion Commanders.
Now if you don't abstract that somewhat you are ONLY capable of giving orders to the platoon commanders and NO individual units at all and you have to live with what the games TacAI gives you for their following your orders. Not much of a game.
We are after all looking at a game and not a small unit leader training simulator.
So, there are some abstractions. I can tell you after playing this game ALOT over the past couple of weeks that by the end of the first couple of games after you figure out the orders system the game is second nature.
Whether you give orders from the ground up or the top down really makes no difference. You will have to learn the games system for giving orders. CM gave orders from the bottom up. PC gives orders from the top down. The differences in the two and the learning curve is pretty much over when you learn about PC's Engage and Defend order sets and how they work.
Yes, PC is different. That's okay. For what they seem to be trying to accomplish here it needs to be.
You play a few more games with the command system and then let us all know if you still feel the frustration or if it was just part of the learning curve that PC has.
For me personally that frustration left quickly and it was just part of PC's learning curve.
Good Hunting.
MR