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Posted: Sun Jan 14, 2001 2:43 pm
by GeneralGordenBennet
Well.....Thats up to you Charles...
Seriously though....You've never played a Close Combat game in your life mate Image c'mon, fess up.....Armour all the same?? LOL
Unlimited ammo??? and you own two of the games???? Those CDs work mate, give them a try out and find out how wrong you are....
Hell, if you don't, use em as drink coasters then....
And a lot of the guys over there are in your age bracket too...
Cheers mate.
Greg

Posted: Sun Jan 14, 2001 2:50 pm
by Lars Remmen
Hello,

I'v been playing the SP series for what seems to be ages. When I first heard about CL, I was (perhaps naturally) a bit sceptical. All my RT experience had been with C&C and clones where every unit had a 'power bar' representing its health and the building/controlling and 'health bar' really put me off.

But I decided to DL the FireFight demo and was actually quite pleased. Gone were the green/yellow/red 'health bars'. Instead individual soldiers with individual weapons were wounded and killed. The platoons could be spread across a huge area and individual men could be pinned early in the battle and stay that way.

I had to change my view on the whole RT thing and with the WEGO system (I remember that from Iron Cross) I really think a lot of poeple could enjoy the game even if they normally do not like RT.

Just my .02 øre *G*

------------------
Lars
Nec Temere - Nec Timide

Posted: Sun Jan 14, 2001 3:02 pm
by GeneralGordenBennet
Thanks for giving it a chance Lars....
And also for adding to my 'Weak Links' post over at the CL forum, by putting in what you did'nt like, or what you would like to change in SP:WAW, it will help the game to be what YOU want it to be....
Thanks
Greg

Posted: Sun Jan 14, 2001 7:29 pm
by Charles22
Paul Vebber: I'm sorry, it's just since earer I had mentioned We-Go and RTS being modes of play for CL, and then you mentioned it has turn-based play, as if I didn't know that, then my natural inclination was to think that you didn't regard We-Go as turn-based, but I did realise that it was a turn-base, it's just it's not what people seem to generally mean when the phrase is used. I guess the problem is that noone has ever thought of a term that easily describes the sort of turn-based we see in TOAW, WIR, or SPWAW (which as far as I'm concerned are all the same turn-base structurally) [How about 'dry' turn-based?]. I suppose the industry has largely left that undefined, and instead has given names to other various turn-based systems (such as We-Go).
We are going to great lengths to improve the "tracking" limitations of units so difference between a shot at a unit slowly moving in the open towards you, and a unit moving quickly from coover to cover will be MUCH different compaaared to the "freeze frame" of SP:WaW
Yeah, that was a problem with SP, as it was rather silly that something as important as speed couldn't hold over from turn to turn. The fact that y'all would be trying to make a difference from hitting someone moving quickly and becoming larger (towards you), and someone skirting horizontally is encouraging. See? I knew y'all had it together.

I see there is no longer any focus on my referring to another AOW forum as kiddy, since I hope I've explained myself sufficiently, but it's there where I felt that I might've been teeing people off, so I'll drop it. I think I made an accurate reflection, it's just that it's too easy for someone not to know what I'm talking about and take it badly.

GeneralGordenBennet: I was only generalizing, from what "I thought" I remembered about it (CC), for I surely didn't want to load it and play it just to say that it doesn't interest me any longer (Someone pressed for details, so I gave the best slop I could serve). My only passing interest with it, was one reason why I didn't want to comment on it in the first place, but then there probably haven't been an awful lot of people trying to draw comparisons between it and SPWAW. I have put a slight bit more effort into my commentary, this time, only enough to note that I don't in fact have two CCs, but only CC2. Perhaps seperate armor ratings came along in the later versions. In any case, it's a distant memory, and the new ones didn't seem to offer enough to overcome what I didn't like in CC2, though they did make some steps and tempted me a bit.

I've had trust in the Matrix attempt on CL, for a number of reasons. I'm not sure if I would prefer 'dry' turn-based to the team of WEGO and RTS, but while the method of turns is important, I figure the blending of SPWAW, thereby the realism factor (with improvements in that, doubtlessly, with a newer game) put into RTS, makes all the difference. Realism, for me, isn't so much about cute sounds and graphics, it's about the battle basically going as one would expect. For what RTS is known for, a King Tiger will never hold off one or two platoons of tanks, since with each round needing to actually penetrate the target, such as in SPWAW, no million wimpy units can finish it off (excepting the war of suppression, which is what I play when behest against superior armor) and with the constant twisting/turning I remember in CC2, even if the armor was given good treatment, it was foolishly exposing itself to side and rear shots, when the only enemies might've been within a 30 degree arc a considerable distance away.

The CL forum is very CC heavy right now, as Paul has noticed, but I think that there will be a great deal of SPWAW to knock more sense into the game. Myself, I feel rather silly commenting on a game that's not out yet. I can't tell if it's a game that's more CC with SPWAW thrown in, or more SPWAW with CC thrown in. I really don't think they can screw it up, unless it's little more than a CC clone, and from what I've heard that certainly isn't the case, though I'm sure I'm in for some surprises (all good I hope).

CC was a gallant attempt at RTS, and works in a lot of ways, though it still doesn't offer as much to my imagination as SPWAW does. For the sake of comparison here, without counting, let's say I have 15 functional wargames. CC2 would be perhaps the 15th, or 10th at best. It's not awful, or I wouldn't have bought it, but it's only basically a one-time play for me.

Strangely enough, since I'm awaiting SPWAW V4.6 with the option of removing the asterisk, and how big an impact that'll have, I've stopped playing it, and, today, (he says as he cowers in shame), I'm playing AOE the Conquerors. Why? It's a good fill-in till V4.6. It has some randomness to it to where no two missions need be alike, though it's replete with unrealism. So that's the sad state of affairs, I'd rather screw around with AOE than CC2. Maybe, if CC2 just had random missions, maybe. I think that must be my primary interest in gaming. I can't stand replaying a scenario, for example, and waiting until I've forgotten where everything is. Unfortunately, CC2 was so hip graphically, that I can't possibly forget where everything was, and the missions are basically the same with the same trees, same houses etc. Perhaps they changed that in CC3 and later? Lack of random scenarios/campaigns and limited amount of nationalities, as far as I can figure, are the reasons why things like AOETC are being played before CC2, as a fill-in. Needless to say SPWAW is very strong in those two areas as well.



Posted: Sun Jan 14, 2001 11:33 pm
by krull
Well i have tried all the CC games and whyn i like spwaw better is all on post why is SP Sp read those posts. CC got boring after once all of them same missions over and over units act idiotic never sure if they obey. Not to mention unless i didnt see it i couldnt rename em i could not track them thru 2 to 19 years of warfare etc.

Posted: Mon Jan 15, 2001 1:35 am
by Alby
Maybe I have played the SP games so long I am biased?? who knows...One thing I do think is...I wish all the bugs and oob follies be corrected and finalized before new games take over everyones time.

Posted: Mon Jan 15, 2001 3:33 am
by Paul Vebber
If we don't come up with a product to sell, we won't ever fix anything.

As it is we have "donated" a heluva lot of time (=$$$$) to SP:WaW. As someone noted we can only go so far on good intentions and "pixie dust".

If there are things wrong with the OOBs, there is a forum to discuss them. We are working on what will likely be the "final" oobs for some time...




[This message has been edited by Paul Vebber (edited January 14, 2001).]

Posted: Mon Jan 15, 2001 5:11 am
by AmmoSgt
I (fill in name) AmmoSgt do solemly swear to rush out at full speed regardless of mines or ambushes and purchase at full new game price any and all wargames published by matrix so help me (fill in name of favorite secnario designer here ) WildBill
Image Image Image Image Image Image

Posted: Mon Jan 15, 2001 5:38 am
by Paul Vebber
We can't ask for more than that Image

But your insight is valued as well AMMO Sgt Image

Posted: Mon Jan 15, 2001 4:40 pm
by GeneralGordenBennet
Thanks for the clarification Charles,
I must admit, the other CC games do not allow you to play infinate scenarios(i love that aspect of SP:WAW as well Image ) , which is a shame really....however, CL should deal with this as a lot of the SP crowd seems to have voiced their opinions now....
P.S: I hate the way Vehicles act in the CC games too...
Thanks mate
Greg

Posted: Tue Jan 16, 2001 2:16 am
by troopie
Regardless of mines or ambushes AmmoSgt. I'm sure they want you there ALIVE.

troopie

------------------
Pamwe Chete

Posted: Tue Jan 16, 2001 8:13 am
by Charles22
After CL is made and I've bought it, I suspect that I'll favor the RTS over the WEGO. RTS can have a infinite number of turns so to speak (you should see how I micromanage my forces in AOETC - every badly injured unit goes back to the medic, er, monk) with constant pausing possible, though I guess nobody would put up with that when playing HTH. I just can't imagine RTS with real armor ratings, but it would seem that's what we're going to get. I would think that RTS would help make flank attacks more dramatic and that there would be more sideshots on units (if Matrix can accurately include turn-speed and turret traverse speed on units, that would be EXCELLENT, something SPWAW didn't have enough micro-turns to simulate).

Posted: Tue Jan 16, 2001 8:13 am
by Alby
Originally posted by Paul Vebber:
If we don't come up with a product to sell, we won't ever fix anything.

As it is we have "donated" a heluva lot of time (=$$$$) to SP:WaW. As someone noted we can only go so far on good intentions and "pixie dust".

If there are things wrong with the OOBs, there is a forum to discuss them. We are working on what will likely be the "final" oobs for some time...


[This message has been edited by Paul Vebber (edited January 14, 2001).]
Dont get me wrong...i know the hard work you all have done, and you will be getting my money for CL, just for the simple fact it comes from you. Your time and work has been greatly appreciated...
Alby



[This message has been edited by Alby (edited January 15, 2001).]

Posted: Tue Jan 16, 2001 8:59 am
by Paul Vebber
One of the problems with trying to simulate the exact kinematics of teh vehicles is that the human elment of teamwork amonst the crew will make it impossible to do very well. LIke most things, the "degrees/second" turn rate of teh turret isa factor, but not always the controlling function. If the TC anticipates the direction of attack, or the driver and gunner cooperate weill with TC to "help" the turret around a bit (while considering other threats) gets REAL hariy very quickly. What will likely happen is that turrets for instance will likley be rated on a 5 point scale from "very slow" to "Very fast" and this will factor into the possibility of a tank turning to engage a target. But so will the TC and platton leaders tactical expertise rating.

Part of a good model is knowing where the limits of your data and kinematics are. So while sneaking up behind that Tiger pointing the other way will generally be a good thing, on occasion, against a superb TC or platton leader, you may get a nasty surprise...even if we knew the complete kinematics data, it would not be realistic for "max spec" performance in every situation!

Since nody knows the kinematics data for all the various vehicles, (particularly considering the human factors elements) we have no choice but to use an abstract rating that gets at the idea, including the human elements, but is not perfect.

Posted: Tue Jan 16, 2001 9:04 am
by Alby
CC: "It' a visit to Fantasy Island or West World (film with Yul Brynner), where (in this case) miniature robots put on a show for you to make feel like a hero without you getting hurt."

This was posted by a CC player in the CL forum....
Fantasy island huh? West world...lol
Well to me...I prefer "historical Island"
And when I lose my favorite tank or favorite leader..I DO get hurt!!
SP rules!!


Posted: Tue Jan 16, 2001 9:56 am
by Paul Vebber
The point is to get folks to talk about shortcomings in their respective games.

To carry back remarks from that forum to ridicule them with will hardly facilitate a free exchange of ideas...

Lets not get juvenile with this "Our game rulz - those guys sux" routine...OK?


Posted: Tue Jan 16, 2001 10:11 am
by Lars Remmen
Originally posted by Paul Vebber:
The point is to get folks to talk about shortcomings in their respective games.

To carry back remarks from that forum to ridicule them with will hardly facilitate a free exchange of ideas...

Lets not get juvenile with this "Our game rulz - those guys sux" routine...OK?

Paul,

I couldn't agree more!



------------------
Lars
Nec Temere - Nec Timide

Posted: Tue Jan 16, 2001 10:51 am
by AmmoSgt
ohhh alright darn well it was kinda fun for a bit but aw gee Paul we was just having fun ....

Posted: Tue Jan 16, 2001 2:42 pm
by Fredde

A model taking into account the experience of the crew as well should be great. Just to have the feature in the game at all is a wast improvement .. thanks!
Originally posted by Paul Vebber:
One of the problems with trying to simulate the exact kinematics of teh vehicles is that the human elment of teamwork amonst the crew will make it impossible to do very well. LIke most things, the "degrees/second" turn rate of teh turret isa factor, but not always the controlling function. If the TC anticipates the direction of attack, or the driver and gunner cooperate weill with TC to "help" the turret around a bit (while considering other threats) gets REAL hariy very quickly. What will likely happen is that turrets for instance will likley be rated on a 5 point scale from "very slow" to "Very fast" and this will factor into the possibility of a tank turning to engage a target. But so will the TC and platton leaders tactical expertise rating.

Part of a good model is knowing where the limits of your data and kinematics are. So while sneaking up behind that Tiger pointing the other way will generally be a good thing, on occasion, against a superb TC or platton leader, you may get a nasty surprise...even if we knew the complete kinematics data, it would not be realistic for "max spec" performance in every situation!

Since nody knows the kinematics data for all the various vehicles, (particularly considering the human factors elements) we have no choice but to use an abstract rating that gets at the idea, including the human elements, but is not perfect.

Posted: Tue Jan 16, 2001 5:36 pm
by Alby
Originally posted by AmmoSgt:
ohhh alright darn well it was kinda fun for a bit but aw gee Paul we was just having fun ....
Ya we was just havin fun...ok my bad, no more bashing...altho the post i took it from was a bash at sp...but i digress...