How are FPG and FPC different?
Posted: Sun May 26, 2013 6:33 pm
The first and most important way is that Flash Point Campaigns is not Flash Point Germany 2. The two play nothing alike.
This is only a partial listing of the changes. [X(]
Changes to the series are so numerous it would take me hours to list them all. Here are the major ones.
- Hexes instead of squares.
- Active AI helo's. They will HUNT you if they are attack helo's. They will call fire from the FDC on you if they are observation helo's.
- NBC representation.
- Accurate OOB's selectable from the scenario editor.
- Scenario editor fully functional.
- Detailed ORBATS for units of the British, US, USSR and West German armies down to individual weapons systems.
- Realistic AAA and SAM resolution.
- Realistic CAS and Helo resolution.
- Cav/Recon unit special functions.
- Combat Engineering effects.
- Major and Minor river effects.
- Realistic pathing for units. With terrain being the determining factor of where an AI unit is sent and how.
- AI constantly checking for the best solution to control Victory Locations or exit from the map.
- FDC can direct fire for you or be turned off to allow you control of your artillery assets.
- Everything from full knowledge to full Fog of War.
- Realistic tactics work better in the game. Gaming the AI will get you losses.
- About 90% of the game is moddable. This will be important for customer issues, like graphics, that can be changed to fit a gamers wants/needs.
- FPG had 4 maps. FPC has 30 maps currently with one more in the works. Each scenario, except one, has it's own unique map. Each map was created using Google Earth for terrain and elevation accuracy. These maps are 100% functional not just pretty to look at.
- Dismounted infantry units as well as pure leg units are portrayed in the game.
- Mixed units, infantry and vehicles, take losses irrespective of each other. This can result in Mech infantry units without vehicles or without infantry at times.
- All ATGM, gun and armor factors were revised.
- Most importantly for me the series is being designed with extreme flexibility for other time frames to be added/modded as anyone will want to do. From WWII through far future conflicts. We have many expansions in mind. I'm sure the customers who buy the game will also have some ideas about where the game can go.
- * AND there are CAMPAIGNS in FPC!!!!!!!!! [&o]
Again, this is a partial list!
There are far more changes than these that the Capn and Rob have instituted! [&o]
Good Hunting.
MR
This is only a partial listing of the changes. [X(]
Changes to the series are so numerous it would take me hours to list them all. Here are the major ones.
- Hexes instead of squares.
- Active AI helo's. They will HUNT you if they are attack helo's. They will call fire from the FDC on you if they are observation helo's.
- NBC representation.
- Accurate OOB's selectable from the scenario editor.
- Scenario editor fully functional.
- Detailed ORBATS for units of the British, US, USSR and West German armies down to individual weapons systems.
- Realistic AAA and SAM resolution.
- Realistic CAS and Helo resolution.
- Cav/Recon unit special functions.
- Combat Engineering effects.
- Major and Minor river effects.
- Realistic pathing for units. With terrain being the determining factor of where an AI unit is sent and how.
- AI constantly checking for the best solution to control Victory Locations or exit from the map.
- FDC can direct fire for you or be turned off to allow you control of your artillery assets.
- Everything from full knowledge to full Fog of War.
- Realistic tactics work better in the game. Gaming the AI will get you losses.
- About 90% of the game is moddable. This will be important for customer issues, like graphics, that can be changed to fit a gamers wants/needs.
- FPG had 4 maps. FPC has 30 maps currently with one more in the works. Each scenario, except one, has it's own unique map. Each map was created using Google Earth for terrain and elevation accuracy. These maps are 100% functional not just pretty to look at.
- Dismounted infantry units as well as pure leg units are portrayed in the game.
- Mixed units, infantry and vehicles, take losses irrespective of each other. This can result in Mech infantry units without vehicles or without infantry at times.
- All ATGM, gun and armor factors were revised.
- Most importantly for me the series is being designed with extreme flexibility for other time frames to be added/modded as anyone will want to do. From WWII through far future conflicts. We have many expansions in mind. I'm sure the customers who buy the game will also have some ideas about where the game can go.
- * AND there are CAMPAIGNS in FPC!!!!!!!!! [&o]
Again, this is a partial list!
There are far more changes than these that the Capn and Rob have instituted! [&o]
Good Hunting.
MR