CCODM : Suggestions for Rev 1 please...
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#21: Re: CCODM : Suggestions for Rev 1 please... Author: vonB PostPosted: Wed Sep 08, 2010 2:44 pm
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Some CCers though, have wanted to be able to start a campaign with the same men thay finished the previous campaign with, particularly with DOF which has 3 Campaigns which, consecutively, cover the Eastern front war, from beggining to end, using the 42 DOF campaign OPs.


That will probably be do'able.

Quote:
When it comes to making a change to CC3/COI, the ONE thing, that would make the single biggest improvement to the game, would be if you could make it impossible for the AI to flee


Personally, I'd hate to see that.  However, it would make the Sim more compelling if the AI did not flee depending on the situation, so it's not that I would not want to see the AI not fleeing, but I would not want to see them never fleeing.  I can see how that may appeal to those who relish annihilating the enemy, but I can't see how it would improve the game as a sim.  But that's an engine not a saved game thing...

#22: Re: CCODM : Suggestions for Rev 1 please... Author: schreckenLocation: Sydney, Australia PostPosted: Wed Sep 08, 2010 8:00 pm
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Having not played CC for near on a year,


Ain't marriage bliss?

#23: Re: CCODM : Suggestions for Rev 1 please... Author: ArmeeGruppeSud PostPosted: Sat Sep 11, 2010 11:14 am
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Personally, I'd hate to see that.  However, it would make the Sim more compelling if the AI did not flee depending on the situation, so it's not that I would not want to see the AI not fleeing, but I would not want to see them never fleeing

It would definately improve the sim, a human opponent rarely, if ever flees.
Taking the AI's ability to flee away, changes the single player game from a walkover against a mob of gutless pussies, who will flee, handing you a map, even when the AI is supposed to be attacking and advancing, into a real struggle for territory, against an enemy who who will fight to the death for every inch of ground, never handing you victory on a plate!

A truly satisfying victory, is one that is an epic struggle, in which the battle ebbs and flows, where there is no certainty of an inevitable victory. A Campaign where a victory is won by a single campaign point. Now thats the thrill players want from the game. Such results a usually only attained in H2H.

When i play the AI in CC3, i usually limit battles to 10 mins, with 2 min warning on to ease the AI's felt pressure, any longer only garantees an AI retreat. Otherwise its just too easy to beat AI when attacking, even with the AI having a greater force strenght, and too easy to rout the AI when it attacks with a 5:1 force strength advantage.

So, removing the AI's ability to flee would make CC3/COI more challenging for single player games and would reignite players interest

Cheers

AGS

#24: Re: CCODM : Suggestions for Rev 1 please... Author: papa_whisky PostPosted: Mon Sep 13, 2010 2:18 am
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Still sending positive waves @ VonB need your eventual help with this.... http://www.closecombat.org/forums/showthread.php?t=14653

#25: Re: CCODM : Suggestions for Rev 1 please... Author: southern_land PostPosted: Mon Sep 13, 2010 4:42 am
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ArmeeGruppeSud wrote (View Post):
[quote]

So, removing the AI's ability to flee would make CC3/COI more challenging for single player games and would reignite players interest

Cheers

AGS


Nope I think thats a big negatory boss Hog!  One of the decoded benefits of CC3/COI is the withdraw feature that permits damaged units to be withdrawn and rebuilt with added experience to the survivors and at a lesser cost than buying a complete new unit.

Forced AI "stay on the map and die like dogs" is a bad idea

#26: Re: CCODM : Suggestions for Rev 1 please... Author: US_BrakeLocation: USA PostPosted: Mon Sep 13, 2010 7:15 am
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Part of traditional CCIII Op or GC play is knowing when to retreat. As with the Russians at the early part of the war to the Germans in the latter, falling back to better ground while maintaining the integrity and strenth of your fighting force is part of the game (and the real war). Better to lose the day, than lose the day and your fire brigade.

There are many ways to make AI games more challenging. One way is how you choose your fighting force. In a h2h match naturally you get the best units you can. Against the AI you can choose lesser units while gving the AI more points. If you been attacking with 5 elite tanks, AT guns, Mortars, Elite troops you can't expect the AI to very much competition even if they fought to the death.

#27: Re: CCODM : Suggestions for Rev 1 please... Author: ArmeeGruppeSud PostPosted: Mon Sep 13, 2010 1:05 pm
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Gday Shane, i hope you were not in shaky town last week
Quote:
Nope I think thats a big negatory boss Hog!  One of the decoded benefits of CC3/COI is the withdraw feature that permits damaged units to be withdrawn and rebuilt with added experience to the survivors and at a lesser cost than buying a complete new unit.

Fleeing is all fine and good for the human player, that can stay. Its the AI that capitulates at the drop of a hat handing the player maps that it could have held and made the player really fight for that annoys me. The AI will even flee with less than 10 seconds to go, while holding over half the VLs! Now thats just STUPID, lets even say moronic!
SO WHAT if the AI is butchered, if it has 1 man left alive on the map, and holds 1 VL when the clock ticks 00:00.01, then it holds the map and the player is under pressure to take it the next day. Players want enough challenge to get their adrenalyn flowing. Easy victory after easy victory just becomes blaset (just guessing at the spelling there). The AI wont care about the cost of replaciing its forcepool,the CC program is very generous with the RP to the AI when it gets slaughtered.

@ US_Brake, i always use regular wehrmacht against Russian AI because i always play DOF OPs/Camps on hero with little RP against the AI with lots, (and its still too easy to get AI to flee).
Knock out 2-3 AI tanks, give some inf orders to move to AI held VLs and the map is yours  Rolling Eyes
Quote:
Part of traditional CCIII Op or GC play is knowing when to retreat
well, thats fine for the human player, i am not for removing the flee option from the game period, just from the AI, because the AI has NO IDEA WHEN NOT TO FLEE!
cheers
AGS

#28: Re: CCODM : Suggestions for Rev 1 please... Author: CSO_Talorgan PostPosted: Mon Sep 13, 2010 9:57 pm
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Returning to the original question, will it be possible to fix VLs across a grid of maps?

#29: Re: CCODM : Suggestions for Rev 1 please... Author: vonB PostPosted: Mon Sep 13, 2010 11:40 pm
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Can you be a bit more specific?  VL's are recorded in the Scenario/Saved Game File(s) so maybe....

#30: Re: CCODM : Suggestions for Rev 1 please... Author: US_BrakeLocation: USA PostPosted: Tue Sep 14, 2010 4:39 am
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My answer to the original question: Make as many new options as possible! (only limited by the time you have to muck around)  Wink

#31: Re: CCODM : Suggestions for Rev 1 please... Author: CSO_Talorgan PostPosted: Tue Oct 12, 2010 4:55 pm
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vonB wrote (View Post):
Can you be a bit more specific?


Victory locations (and deployment zones) are handled differently by MMCC III and IV/V/WaR/tLD/LS@A. As I understand it MMCC III VLs (and deployment zones) cannot be specified for an individual map without every other map having the same VLs (and deployment zones).

The IV/V/WaR/tLD/LS@A system is better.



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