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  Topic: My Close combat 6 idea
slbm

Replies: 40
Views: 41200

PostForum: The Mess   Posted: Wed Aug 27, 2008 7:32 pm   Subject: My Close combat 6 idea
Well, I have some thoughts about the "future close combat" as I have been playing the series since CC2 release. I don't know if anyone is going to read it and make any use of it, but i'll post it just in case Smile

Gameplay:
* I believe, that the playing system with the strategy map introduced in CC IV is quite good and I like it. But some questions should be changed.

* If at the end of a battle player has some troops in an area that is isolated, the troops inside this area should be "remembered" somehow and bound to that area. I can believe, that over the night some foot soldiers might get in or out. But I don't think, that deploying an 88 mm FlaK 36 right at the nose of the enemy between two phases of the same day looks realistic. There should be an option to withdraw such isolated troops or reinforce them (with random losses on their "way"), but certainly without any heavy equipment.

* The player should be able to "hand over" his positions to another battlegroup without loosing entire map. Now if I disband/withdraw a group and replace it with another all my positions turn into no-man's land. Why?

*If the we are fighting on the "X" map, and the "Y" map, adjacent to the "X" has been occupied by some side for quite a time (certainly before the current battle turn) there should be a possibility, that an AI-controlled recon team (some recon vehicle, infantry squad maybe) appears from the directoin of that map.

* Gun/tank crews behaviour should be remodelled. They should not just lay on the battlefield in such a stupid manner. I can't know for sure, but I suspect, that if I were a tank crewmember, I wouldn't lie under my burning tank full of fuel and ammunition.

*If our gun/tank gets damaged beyond repair or simply destroyed, but a crew survives, we should be able to give them new tank/gun just as it was in CC3. It would be more reasonable, than putting some reserve troops.

*Let's imagine the situation, that we have two identical guns in one battle. One of them gets knocked out, but crew survives. The other one is still firing, but its crew suffered losses. In reality those people out there would be colleagues from the same battery, so the ones without a gun would certainly help the others (provided they would not be in panic of course). So they should join the still-active crew instead of lying somewhere nearby.

*I really think, that at larger maps (like eastern front ones) we should have - at least sometimes - artillery tractors. They would allow the player to withdraw from position impossible to defend without loosing precious equipment.

*There should also be an option to abandon gun/tank just as someone mentioned above.

*Of course there should be a fog of war. We should not be able to observe dead bodies of enemy killed with indirect mortar fire, if no our troops actually see them. Now random mortar-firing allows to discover enemy troop concentrations in this manner.

*We should not be informed so well about results of anti-tank fire. How a tank crew would know, that they "damaged" or "immobilized" an enemy vehicle, which is 1000 m away? Of course, sometimes results of the hit are obvious - when the turret blows up or if the infantry actually see destroyed tracks. But not always. The same for artillery support. How would the officer in command know that the howitzer fire has immobilized a tank, which has not even been detected?

*Tanks should certainly make some noise.

*As for the medics, mentioned by some people above, I see no real sense. The cases addressed by battlefield medics were usually heavy ones and we would not see those people back in combat during the same operation. Healing them "fast" would seem unrealistic.

*Environment should be a bit more destructible. Small wooden house hit by a 150 mm howitzer shell should collapse. Also a heavy tank should not be forced to go around a small tree or a wooden fence.

*Infantry should be more dangerous to tanks at close distance (as mentioned above) - I mean killing crew through slits and so on.

*There should be an option to "button/unbutton" tank crews - for better visibility (but at the cost of increased vulnerability).

*It should be possible to order mortar crews to fire their small arms (in defence for instance) even if they have some mortar shells left.

*Of course there should be artillery/air observers. They should be able to determine not only location of the target, but also direction of a bomb run.

*The aircraft should miss sometimes, especially when the target is close to friendly lines. I would love to see an anti-tank airplane accidentally attacking a friendly vehicle sometimes.

INTERFACE
*I would prefer good old 2D view, though I would not care if there was a 3D option of course.

*When selecting troops for the battle we should be able to see weapons' statistics to prepare a better "mix". Not everybody remembers all the characteristics against all the targets.

*Minefields shoud not be always visible.

AI
*Of course should be more aggresive. It should also adapt to the operation's objectives and "know" if it is only a local counterattack, or is it "expected" to quickly advance.

*AI troops should be able to use basic "fire and manoeuvre" tactics. It is simple enough to be coded I think.

*I would love to see the AI shooting also if they are not certain of enemy presence. For instance when attacking a house, I usually have one team shooting at it even (or especially) when I don't know if there is anyone inside. Just to provide cover to another team, which is on the run. AI should also to that sometimes.

*Gunners should choose their ammo more carefully. They should not always use their best ammo, if the target does not require it. It is not necessary to use a 7,5 cm Pzgr. 40 against a Stuart for instance and the gunner might want to save his best ammo for a more powerful enemy.

I hope that some day someone would make the wonderful CC series even better.
  Topic: TRSM v094 bug thread
slbm

Replies: 48
Views: 39582

PostForum: Total Realism Sub Mod   Posted: Wed Nov 21, 2007 8:37 pm   Subject: TRSM v094 bug thread
Hello Dima,
Thanks for quick answer. Well, then I'll just have to be careful with the enemy Smile

Cheers,
Adam
  Topic: TRSM v094 bug thread
slbm

Replies: 48
Views: 39582

PostForum: Total Realism Sub Mod   Posted: Wed Nov 21, 2007 8:06 pm   Subject: TRSM v094 bug thread
Hello.
I've recently started to play TRSM 0.94 (elite vs. elite) and I like the new features very much, though I have found an issue which is really annoying. Now I'm starting to play fourth battle in the campaign (Allied side) and this is the second time the British don't come from the beach! On both Corseulles-Sur-Mer and Sword Beach the invaders enter the map from the top edge. On one Polish forum I've noticed that some guy experienced the same thing, though he wrote only about Corseulles. When I try a single mission it's OK - invasion comes from the sea.

Cheers,
Adam
 
 
 
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