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Sean O'Connor's Games • View topic - Version 3.99 is downloadable - let me know what you think!

Version 3.99 is downloadable - let me know what you think!

Real time World War II combat simulation

problem

Postby henjed » Sat Sep 24, 2005 11:39 am

henjed
 

Postby zon » Sat Sep 24, 2005 2:41 pm

zon
 

rotate tool

Postby zon » Sat Sep 24, 2005 2:47 pm

zon
 

Memory Problem

Postby Guest » Sat Sep 24, 2005 8:28 pm

Guest
 

recommendations

Postby Garnier1 » Sun Sep 25, 2005 2:43 am

Garnier1
 

Postby zon » Sun Sep 25, 2005 4:21 am

Sorry. Another screenshot...

Image

I tried adding a new explosion effect, but it seems the engine uses two or three instances of each part of the explosion sequence and moves them around a bit. I think the explosion effect would be nicer with a smooth sequence of the four or five images in the explosion files (would be nice to have even more steps in the sequence).

Also noticed that tracers overshoot the target. In other words, tracers keep going across the map, past the target and explosion effects.
zon
 

More 3.99 Feedback

Postby Andy Brown » Sun Sep 25, 2005 5:56 am

Naming each soldier is cute but I was wondering if it was worth the effort? Perhaps if campaign squads were carried over from game to game? Some sort of combat history for each man might be worthwhile, so that I know Sgt X is still with me after 20 battles or whatever?

There is still no distinction between heavy weapon HE and AP rounds. It's not too much of a gameplay problem but it's still a little disconcerting for serious wargamers.

More of everything (vehicles, bigger maps, terrain types etc) is obviously good. 20 units is fine, but so was 16 IMO. I wouldn't like to see many more but only because I tend to think of my force as a "company" rather than an unstructured collection of game assets.

I hear the calls for more than one objective but don't think that's necessary. One objective is enough for any company operation within Firefight's time frame. I usually find myself selecting intermediate objectives anyway. More mission types would be good, though.

One thing I've noticed is that, after a one-off game, I can look around the battlefield and examine my troop roster but that I can't do this after campaign games. This is important, IMO, and it would be useful and rewarding to be able to examine the enemy's roster after a battle as well.

I continue to applaud Firefight's spotting rules, although even I sometimes feel they're a bit overdone. I would probably support some sort of timed "general enemy presence" marker being placed in the vicinity of enemy "muzzle flashes" because, as a company commander, I may not be personally interested in locating every hidden target but, as a game player, it is often difficult to keep track of every enemy position without some sort of visual aid. As I also suspect this is the aspect of Firefight most likely to discourage new casual gamers, it is something I strongly feel needs to be looked at.

Regards,

Andy Brown
Andy Brown
 
Posts: 262
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Location: Christchurch, New Zealand

Postby Quitch » Sun Sep 25, 2005 8:03 am

I would like a shout from infantry when a shell lands near them. Often I hear something land, know it's going to be followed by an artillery barrage, but by the time I find the crater it's often too late.
Quitch
 
Posts: 297
Joined: Thu Dec 16, 2004 8:56 am

Re: More 3.99 Feedback

Postby Andy Brown » Mon Sep 26, 2005 5:26 am

Andy Brown
 
Posts: 262
Joined: Wed Dec 08, 2004 9:30 am
Location: Christchurch, New Zealand

Re: rotate tool

Postby Sean OConnor » Mon Sep 26, 2005 11:53 am

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Sean OConnor
 
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Location: Cambridge, UK

Postby Sean OConnor » Mon Sep 26, 2005 11:55 am

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Sean OConnor
 
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Re: Memory Problem

Postby Sean OConnor » Mon Sep 26, 2005 12:04 pm

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Sean OConnor
 
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Re: recommendations

Postby Sean OConnor » Mon Sep 26, 2005 12:07 pm

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Sean OConnor
 
Posts: 1298
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Postby Sean OConnor » Mon Sep 26, 2005 12:12 pm

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Sean OConnor
 
Posts: 1298
Joined: Fri Sep 03, 2004 7:47 am
Location: Cambridge, UK

Re: rotate tool

Postby zon » Mon Sep 26, 2005 4:46 pm

zon
 

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