RDOA Revisited
Posted: Sun Jan 22, 2006 2:23 am
***** Introduction *****
About a month or so ago, I installed RDOA, the predecessor to HTTR and COTA. The first game to be built on PG's AA engine. I had wanted to do this mainly to see how far things have come over the last few years. Tonight, I finally got to play a game.
I played Deelen Day 1 as the Axis. A 12hr. scenario which was not remade for HTTR. It holds special significance to me, since when I first got the game I played it repeatedly and could barely manage a draw. It emphasized to me just how ignorant I was about operational ground combat. Seemingly a year of CMBO hadn't made too much of a difference.
I'll share some thoughts with you from my game and then a few quick screen shots.
***** Things I missed immediately before even starting the game *****
(1) Map zooming mouse wheel.
(2) OOB display.
(3) Filter keys to find various units.
(4) Intel filter.
(5) No fire support tab.
(6) No foot prints displayed on task markers.
(7) No LOS area tool.
***** Things missed while playing *****
(1) No time stamp on airstrike notice or count down timer.
(2) Sound scaling so that the sound does not get louder as you play faster.
(3) Being able to see the force delay. Fortunately, years of this pretty has the force delays etched in my brain.
(4) Being able to see the casualties and equipment losses during combat.
***** Observations *****
(1) Between the faster movement rates and low CPU requirements, units seem to fly over the map.
(2) Found three bugs also: (1) One light flak battery definitely did not observe order delays. (2) A complex attack failed to FUP and attack properly. (3) A force seemed to want to back track to a prior way point.
***** General Conclusions *****
We have come a long way since the start of 2002. Besides the many system improvements and new features, the UI enhancements make it much easier to implement your plans and keep track of the action as it unfolds.
I would say despite all the improvements in HTTR and COTA, it was still an enjoyable game. If there had never been an HTTR or COTA, I could still see myself playing RDOA and enjoying it. But thankfully, our hobby does not have to rely on past classics from a mythical golden age, since PG is still hard at work to produce the most realistic and enjoyable game system developed that can run on today's hardware.
***** Personal Conclusions *****
I have come a long way. This scenario was no piece of cake for me in 2002. The plan I followed today was not usual one had used while beta testing RDOA patches and initial HTTR development. It was a wholely new plan based on how I think today. Despite one bug, the plan proved very effective. Clearly, years of this have helped me to understand something of the military arts.
I guess this game system is very much second nature to me now. Being able to find three bugs in 1 1/2 hours play in a twice patched completed game system was not possible for me in 2002.
About a month or so ago, I installed RDOA, the predecessor to HTTR and COTA. The first game to be built on PG's AA engine. I had wanted to do this mainly to see how far things have come over the last few years. Tonight, I finally got to play a game.
I played Deelen Day 1 as the Axis. A 12hr. scenario which was not remade for HTTR. It holds special significance to me, since when I first got the game I played it repeatedly and could barely manage a draw. It emphasized to me just how ignorant I was about operational ground combat. Seemingly a year of CMBO hadn't made too much of a difference.
I'll share some thoughts with you from my game and then a few quick screen shots.
***** Things I missed immediately before even starting the game *****
(1) Map zooming mouse wheel.
(2) OOB display.
(3) Filter keys to find various units.
(4) Intel filter.
(5) No fire support tab.
(6) No foot prints displayed on task markers.
(7) No LOS area tool.
***** Things missed while playing *****
(1) No time stamp on airstrike notice or count down timer.
(2) Sound scaling so that the sound does not get louder as you play faster.
(3) Being able to see the force delay. Fortunately, years of this pretty has the force delays etched in my brain.
(4) Being able to see the casualties and equipment losses during combat.
***** Observations *****
(1) Between the faster movement rates and low CPU requirements, units seem to fly over the map.
(2) Found three bugs also: (1) One light flak battery definitely did not observe order delays. (2) A complex attack failed to FUP and attack properly. (3) A force seemed to want to back track to a prior way point.
***** General Conclusions *****
We have come a long way since the start of 2002. Besides the many system improvements and new features, the UI enhancements make it much easier to implement your plans and keep track of the action as it unfolds.
I would say despite all the improvements in HTTR and COTA, it was still an enjoyable game. If there had never been an HTTR or COTA, I could still see myself playing RDOA and enjoying it. But thankfully, our hobby does not have to rely on past classics from a mythical golden age, since PG is still hard at work to produce the most realistic and enjoyable game system developed that can run on today's hardware.
***** Personal Conclusions *****
I have come a long way. This scenario was no piece of cake for me in 2002. The plan I followed today was not usual one had used while beta testing RDOA patches and initial HTTR development. It was a wholely new plan based on how I think today. Despite one bug, the plan proved very effective. Clearly, years of this have helped me to understand something of the military arts.
I guess this game system is very much second nature to me now. Being able to find three bugs in 1 1/2 hours play in a twice patched completed game system was not possible for me in 2002.








