HogansHeros wrote (View Post): |
I've heard complaints to the effect that every close combat game adds three new features and removes two from previous games (or is it the other way around). I'm curious what you miss most from the older versions of the games.
This may make me sound like a real bean counter, but I miss the logistics from A Bridge too Far--was really disappointed that Last Stand Arnhem didn't have anything like it. Having to think "Who should get the air-drop tonight. The 1st airborne need it more and will have to hold out longer before linking up with XXX Corps but I can hold their drop zone another day or two and I don't think the 82nd will have a chance to hold theirs any longer. Better take advantage of this last opportunity to give them extra supplies/points for a day or two." |
mooxe wrote (View Post): |
The mission editor from Modern Tactics and Marines.
The even more powerful mission editor from CC:AT. |
DoktorPaj wrote (View Post): |
The new "feature" with 21 teams is something I would have liked to see for the older games. I wonder what it is that has been changed for the latest two releases that was impossible to do in the old games? I recall people asking about it years ago, with no results. The ability to chose any team from the force pool to your bg instead of fixed platoons was one of the main features IMO, I think fixed units makes it pretty dull. I hear this is changeable through modding, but that's not really an excuse for it since Matrix could (should?) have done it from the start.
Also what are the real improvements with 32 bit graphics over the old ones except for hindering backwards compatibility? Same for the new screen layouts, and the battle screen layout. After having pretty much the same looks for every release since CC5 (except COI) there was no real need to redesign everything with new toolbars/monitors and a zoomed perspective. Especially not for battles set in the green fields of France (which we've also already seen so many times before) where combat distances are far and maps are huge. And now that they're completely abandoning the top down view system for some 3d stuff it means that more or less everything will be restarted and the wishlist and ideas for a CC game based on what people actually wanted has completely swirled down the shitter. We're back on square one with a completely new game occupying an old name to at least give the illusion that the Close Combat genre will go on. |
HogansHeros wrote (View Post): |
I've heard complaints to the effect that every close combat game adds three new features and removes two from previous games (or is it the other way around). I'm curious what you miss most from the older versions of the games.
This may make me sound like a real bean counter, but I miss the logistics from A Bridge too Far--was really disappointed that Last Stand Arnhem didn't have anything like it. Having to think "Who should get the air-drop tonight. The 1st airborne need it more and will have to hold out longer before linking up with XXX Corps but I can hold their drop zone another day or two and I don't think the 82nd will have a chance to hold theirs any longer. Better take advantage of this last opportunity to give them extra supplies/points for a day or two." |
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