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RE: Better Get to Know Red Storm...
Posted: Sat Feb 02, 2013 12:18 pm
by Mad Russian
ORIGINAL: danlongman
Little western style crucifixes for expired commies? That is red baiting at its worst.
Little western style crucifixes for expired NATO soldiers? That is blue baiting at its worst.
The loss markers are generic. No baiting involved.
Good Hunting.
MR
RE: Better Get to Know Red Storm...
Posted: Sat Feb 02, 2013 12:21 pm
by Mad Russian
ORIGINAL: Hexagon
Ummm but in infantry units lose a squad is harder than lose a vehicle??? is not the same kill a vehicle than an infatry squad in open order using terrain to cover, maybe this is why i prefer at this scale see soldiers not squads because is to abstract lose a squad... this is why i never like a lot Tiller Campaigns... other thing is if you have squads with a status % (you know you have a counter with 3 squads where 1 is at 50% other is at 80%).
Oooo something i dont remember ask, is possible join units to create a new unit??? i think in have a company heavy damage and join all his units to have a single counter.
Thanks.
The game is a platoon level game. The infantry squad rides in a single vehicle. That scale remains consistent.
All wargames are an abstraction. What you will not see is every single soldier identified. Each unit is a platoon. No units cannot combine. In all honesty, they don't last that long when they start taking casualties. Loss rates are high in modern combat. It's all you can do to get parts of your units out of it alive at times.
Urrah!
While I'm at it...I have mixed screen shots. Some are older graphics some are newer. We are constantly making changes to the game. These are pre-discussion shots. We won't be getting into the latest and greatest everything until we get a forum and Matrix says...GO!
Good Hunting.
MR
RE: Better Get to Know Red Storm...
Posted: Sat Feb 02, 2013 1:52 pm
by Mad Russian
Contact!!
But what is that? Is it a tank column or a column being led by a tank?
Good Hunting.
MR

RE: Better Get to Know Red Storm...
Posted: Sat Feb 02, 2013 2:05 pm
by CapnDarwin
I'm guessing tanks. Lots of tanks. [:D]
RE: Better Get to Know Red Storm...
Posted: Sat Feb 02, 2013 3:40 pm
by wodin
lots of tanks..
RE: Better Get to Know Red Storm...
Posted: Sat Feb 02, 2013 5:49 pm
by Mad Russian
You just never know, do you?
Good Hunting.
MR

RE: Better Get to Know Red Storm...
Posted: Sun Feb 03, 2013 1:07 pm
by Hexagon
Well, i refer if game use absolute values... 1 hit 1 squad out... nothing more, this is why i like see infantry strenght in soldiers not abstract points/squads
Nice pics, red power looks health [:D] a little question talking about red... i supose game has guards and non guards units, if this is true you use a diferent counter colour for them??? i dont enter if you use special units (comandos, airborne, naval).
Thanks.
RE: Better Get to Know Red Storm...
Posted: Sun Feb 03, 2013 3:04 pm
by CapnDarwin
Hex,
The counter color is by nation. So, no we do not have a guards/non-guards distinction like that. The scenario and intel info will tell you in most cases who you are up against. Different colors would have required a separate data folder for a clone of the same information other than counter color. The equipment used by both is the same and the differences in training and morale are set in the scenario design to reflect these kinds of things.
RE: Better Get to Know Red Storm...
Posted: Sun Feb 03, 2013 5:30 pm
by CarnageINC
This is all looking great! [&o] Please keep posting teasers shots [;)]
RE: Better Get to Know Red Storm...
Posted: Sun Feb 03, 2013 7:19 pm
by Mad Russian
Combat is a bit more involved that 1 hit, 1 squad out. The platoon strength is shown on the counter. When it takes a hit that number is reduced. If you take a vehicle hit while they are in transit then you lose the squad as well as the vehicle. If the platoon is deployed it may be either a vehicle hit or an infantry squad hit.
Once we can give you a full range of AAR's, screen shots, etc. it can be shown in much more detail. At the moment we are simply trying to show that there is work being done to the game. That this is not a game that is just sitting on a back burner somewhere.
Good Hunting.
MR
RE: Better Get to Know Red Storm...
Posted: Mon Feb 04, 2013 10:09 am
by Hexagon
Well, i only talk about i know, this is why i ask if game uses absolute damage values in infantry/vehicles... i dont expect same level of detail as in Steel Panthers but at least dont expect have the feeling of "1 tank platoon shoot 2 dismount infantry squads out" even in modern combat infantry has his old advantages and is not easy clear his presence.
An AAR sure provide a better look to the game in all sides.
Ummm then basic game doesnt has diferent counters in same nation to separate unit types (guars, airborne, naval, comando...) but this is modable??? something like copy paste the nation folder, rename it, change counter and can use it in scen editor???
Thanks.
RE: Better Get to Know Red Storm...
Posted: Mon Feb 04, 2013 3:37 pm
by Mad Russian
I know, you are simply trying to understand how the game works. It's simple, the game is a squad and single vehicle based game. Those are plugged into the ORBATS where they belong or where the scenario designer adds or subtracts them. The games combat system then eliminates units in squad or single vehicle losses as appropriate. The unit counter shows how many overall building blocks (squads/vehicles)are in the unit and keeps a running total for you on the counter.
Good Hunting.
MR
RE: Better Get to Know Red Storm...
Posted: Mon Feb 04, 2013 4:09 pm
by wodin
I too would have loved to see individual soldiers monitored within a squad..the less abstraction the better for me in tactical games..however it's not a deal breaker..would love it to be the case but I can live with it. As long as the immersion is there and some chrome (the citation bit being one) I'm happy.
So the bottom left number is the squad or vehicle count then? If so cool..erm will this be prone to FOW? Maybe the enemy counter says 5 but really there are 8 or something like that? If it's a mixed force counter...and it shows 5 does that mean 5 vehicles or 5 squads? Also will it be possible in a mixed force counter to show both vehicle count and Inf\squad count?
RE: Better Get to Know Red Storm...
Posted: Mon Feb 04, 2013 7:01 pm
by Hexagon
Something i dont remember ask, is possible know if you can change by fight and works the enviroment??? i refer to things like remove/add obstacles, bridges (specially bridges, here i have in my mind the "Red Storm" fight for the bridge episode where you can destroy/damage them by accident) and of course defensive works like trenches (here if is posible create defensive works you destroy them when are assaulted and conquest or you can win his control with negative points).
PD: try find info under rocks pre-game release is other kind of "game" is like play a wargame based on intelligence... feel like Jack Ryan searching tits in a photo [:D]
RE: Better Get to Know Red Storm...
Posted: Mon Feb 04, 2013 8:40 pm
by CapnDarwin
@wodin - Bad guys number of units is variable. If you have certain setting turned on you can "look" at the units and see its exact composition. As for single soldiers being indicated, other then the post mortum possibility talked to a number of threads above, that granular of a resolution is just out of scope for this style of game.
@ Hex - Yes you can add/move/remove mine fields, obstacles, bridges, and other markers (VPs). Bridges at the moment can only be blown by engineers. We hay have to think about airstrikes as a down the road item to add.
RE: Better Get to Know Red Storm...
Posted: Tue Feb 05, 2013 10:17 am
by Hexagon
I see... ummm i dont know how work bridges but maybe you can add to them a value to show what unit types can use them and combats in the hexes that are close to it can reduce his value (low % if with range attacks and high % in assaults) and you can find that you are unable to use a bridge with tanks only with light armored vehicles... or only with on foot infantry apart of course damage/destroy them with airstrikes or other weapons... is not easy destroy one of them without a big bomb or a demolition unit.
Thanks.
RE: Better Get to Know Red Storm...
Posted: Tue Feb 05, 2013 2:50 pm
by Mad Russian
There is one size bridge. No need to give them values in this game. Maybe later.
Good Hunting.
MR
RE: Better Get to Know Red Storm...
Posted: Tue Feb 05, 2013 4:33 pm
by wodin
I think at some point if the airwar is in game be able to cal in airstrikes on bridges..
Actually how is the Air war managed

RE: Better Get to Know Red Storm...
Posted: Tue Feb 05, 2013 11:38 pm
by CapnDarwin
Wodin,
If you have air strikes inthe scenario you can order them to strike locations on the map. We have a number of aircraft and a number of various loadouts for them too. We did not get too crazy and try to have every possible loadout under the sun, but we tried to cover the major ones and also SEAD loadouts. The attacks are abstracted down to the aircraft showing at the target, taking AD fire from applicable platforms (assuming they detect the aircraft), ordinance attack on target, and then aircraft leaving. If the aircraft has weapons left there is a chance it will go back on standby for another call in or it goes home to rearm and reload.
We are in the midst right now of working the air defense and airstrike systems in the game engine. Hopefully we will be able to show a few screens down the road here when the release announcement is made.
RE: Better Get to Know Red Storm...
Posted: Fri Feb 08, 2013 6:48 pm
by wodin
Sounds perfect.
How about helicopters and Insertion?