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RE: CMBB vs. PCO
Posted: Sat Sep 11, 2010 5:35 am
by Nox0s
Well I guess it all depends on how good the pathfinding in the game is. In CMBB it was necessary to issue sometimes 10 movement orders to ensure a vehicle did not get stuck on something (like another vehicle).
Still I ask, why not give the option to the player to give more than 3? Options are always nice and you guys seem to be about that with this game.
RE: CMBB vs. PCO
Posted: Sat Sep 11, 2010 10:01 am
by junk2drive
This game like a lot of games, uses abstractions. The infantry actions and animations are fairly simple. This is not a FPS with lots of up close detail.
Those of us that have played this type of game feel that 3 waypoints is enough with this game. This game puts you at a higher command level than a squad leader therefore it limits what you can see or do.
This is not CM or SP or ASL or CC.
RE: CMBB vs. PCO
Posted: Sat Sep 11, 2010 11:20 am
by Mad Russian
NoxNoctum,
This really isn't productive to play the "But, what about this...." game. Until you have at least played ONE of the games in the series we are never going to be able to answer all the questions you can ask about PC vs any other gaming system.
At some point, you will have to make up your mind that what you are being told, and more importantly, what you SEE is enough to warrant your either getting the game or not.
Of course, we think you will like it. We worked long and hard to try to get a product that Matrix' customers would appreciate and buy. Not sure what will be the turning point for you to determine if PCO is for you. Maybe, what you consider a more unbiased opinion than mine, maybe gaming sites putting up forums for the series, maybe ladders and tournament play.
Maybe nothing.
We all make our buying decisions based on our own wants and needs.
I hope we have helped answer at least some of your questions.
Good Hunting.
MR
RE: CMBB vs. PCO
Posted: Sat Sep 11, 2010 5:09 pm
by Mobius
ORIGINAL: NoxNoctum
Still I ask, why not give the option to the player to give more than 3?
The game does have this theme of where the player is issuing orders to a platoon. That can be micro-managed some more if you want to modify the orders of sub-units. But once you start giving too many orders to the individual unit and expecting them to execute 99 points of manuever in almost no time of delivery you are on the windy side of commanding troops. More in the realm of programming robots. So a line has to be drawn somewhere to make it seem like a reasonable number of orders are issued within the turn. The line currently is 3 waypoints.
RE: CMBB vs. PCO
Posted: Sat Sep 11, 2010 5:58 pm
by Mad Russian
You will do more thinking and planning with 3 waypoints than 5. We discussed this to great length before setting the number. I have had few instanced in the past 18 months were I could have used more than 3 to a great advantage. Usually the phase ends before all 3 of my waypoints have been reached.
Good Hunting.
MR