Comparing ASL and PCO
Posted: Sun Jan 23, 2011 1:32 pm
There has been plenty of talk about how PCO compares to CM, let's talk about the "other" comparison. Since I wrote the comparison between CMBB and PCO I guess it's time I compare ASL and PCO as well.
How PCO compares to ASL. Can ASL scenarios be converted to PCO successfully? Let's find out.
Like all of you I have a couple of hundred ASL scenarios I own. You guys may well have many times that many. I quit ASL long ago. Due mainly to a lack of opponents.
First,it depends on what you consider a conversion to be. For me that means the same situation, that uses all the computers abilities for improvement. For others it means an exact port over.
Since exact ports over are the toughest let's look at how that would work.
In the beginning there was a map. You can make an ASL EXACTLY with the Map Maker editor. Within reason. MM makes square maps so you can't just do a single ASL map and have that. You have to square out the area. If you start with a square area in ASL you can make that exactly.
The texturing on the maps can be made to look like ASL maps almost identically. I've made some of my maps with what I call ASL textures. They look and feel very much like ASL.
There are few units in ASL not found in PCO. Whatever is currently missing I would expect to see in the near future as the modders start to go to work on the game series. Vehicle availability currently is no problem unless you are working with something fairly exotic. The various infantry units are much less available. That's simply because in PC4 the focus is to on the infantry. You want Regular, SS, Guards? They are here. You want assault engineers, recon elements, VS, VG, conscripts, Minor Axis? Not yet. Any modder can add them. We just haven't.
Game play. Here is where you may have to make a couple of tweaks. Currently there are only 3 levels of experience for PCO units. Green, Veteran, Elite. You have to work within those parameters. That's a bit limiting but it's workable.
Our combat model is as historically accurate as we can get it. How the gun vs armour duels play out is according to PCO not ASL. That could mean a slightly different outcome to an exact port.
Let's take the PUMA PROWLS for instance. One of my all time favorite ASL scenarios and the first one I ever tried to convert in CMBB. In PCO we have both Puma's and T-70's. I know where the fight took place. I made an actual map, not the ASL map, and it was game on.
The Puma's were tough! TOUGH!!! So, I had to add to the Soviet OOB to balance it out. It can be done and it wasn't all that hard.
When PCO comes out you can try it yourself. The name of that scenario in PCO is Dangerous Information. Watch for it. Those that have played it in either ASL, CMBB or both can decide how it converted over into PCO.
The ones I've converted at this point seem to do reasonably well with just a few tweaks needed to have them be balanced in PCO.
So, if you're an old ASL grog then PCO will make your maps exact, it will make your OOB's exact, it will probably require a few minor adjustments to play balance.
Not a bad deal all the way around.
Good Hunting.
MR
How PCO compares to ASL. Can ASL scenarios be converted to PCO successfully? Let's find out.
Like all of you I have a couple of hundred ASL scenarios I own. You guys may well have many times that many. I quit ASL long ago. Due mainly to a lack of opponents.
First,it depends on what you consider a conversion to be. For me that means the same situation, that uses all the computers abilities for improvement. For others it means an exact port over.
Since exact ports over are the toughest let's look at how that would work.
In the beginning there was a map. You can make an ASL EXACTLY with the Map Maker editor. Within reason. MM makes square maps so you can't just do a single ASL map and have that. You have to square out the area. If you start with a square area in ASL you can make that exactly.
The texturing on the maps can be made to look like ASL maps almost identically. I've made some of my maps with what I call ASL textures. They look and feel very much like ASL.
There are few units in ASL not found in PCO. Whatever is currently missing I would expect to see in the near future as the modders start to go to work on the game series. Vehicle availability currently is no problem unless you are working with something fairly exotic. The various infantry units are much less available. That's simply because in PC4 the focus is to on the infantry. You want Regular, SS, Guards? They are here. You want assault engineers, recon elements, VS, VG, conscripts, Minor Axis? Not yet. Any modder can add them. We just haven't.
Game play. Here is where you may have to make a couple of tweaks. Currently there are only 3 levels of experience for PCO units. Green, Veteran, Elite. You have to work within those parameters. That's a bit limiting but it's workable.
Our combat model is as historically accurate as we can get it. How the gun vs armour duels play out is according to PCO not ASL. That could mean a slightly different outcome to an exact port.
Let's take the PUMA PROWLS for instance. One of my all time favorite ASL scenarios and the first one I ever tried to convert in CMBB. In PCO we have both Puma's and T-70's. I know where the fight took place. I made an actual map, not the ASL map, and it was game on.
The Puma's were tough! TOUGH!!! So, I had to add to the Soviet OOB to balance it out. It can be done and it wasn't all that hard.
When PCO comes out you can try it yourself. The name of that scenario in PCO is Dangerous Information. Watch for it. Those that have played it in either ASL, CMBB or both can decide how it converted over into PCO.
The ones I've converted at this point seem to do reasonably well with just a few tweaks needed to have them be balanced in PCO.
So, if you're an old ASL grog then PCO will make your maps exact, it will make your OOB's exact, it will probably require a few minor adjustments to play balance.
Not a bad deal all the way around.
Good Hunting.
MR


