View Full Version : CM wish list
Don Maddox
12 Nov 03, 09:46
Place your wish list ideas for the next version of CM here.
Cheetah772
12 Nov 03, 12:48
Place your wish list ideas for the next version of CM here.
I really wished for a modern CM version of American troops invading the land of France, and hunt down one wanted terrorist, Jlbetin, then hang his head on a pike...
Okay, I've been daydreaming too much...
Dan :D
Improved to-hit algorithms. CMBB improved much, but the to-hit equations are still rather crude and incorrect IMO. I find that Ivan vets will hit at any distance about as well (and sometimes better!!) than German tanks. The vaunted superior optics the Germans were known for should count for something but vet ruskies will often equal or out duel at 800+ mtrs.
If the German tank is given any advantage it's minimal at best, usually only a few % points to hit better. With a simple random seeding algorithm that means little if anything.
panicked crews that abandoned a still finctional gun should be able to re-man the gun once they have rallied.
improved graphics! CM maps still look mostly like a chess board, I want more landscapes and smother edges
Bigger guns! I want naval guns and railroad guns. Yes, a dora shell will probably take out a large part of the defence but for special scenarios (sevastopol) these guns are absolutely necessary :)
Bunker need an reworking so that they finally start acting as bunkers and not as vehicles (can be panicked and abandon by ATR but not MG/HMG... silly)
More obstacles like dragon teeth or anti tank trenches.
beach invasion scenarios
no more Borg spotting!
How about an intelligent 'follow' command for your own troops and vehicles. Might help prevent pile ups on narrow roads, improve road safety and prevent a few million extra clicks on my mouse!
Sorry if this one has been done before. I'm new here.
Wolfe Tone
12 Nov 03, 15:57
A post WWII CM would be good, plenty of scope for scenarios at this scale.
Arab-Israeli; India_ Pakistan; Korea; Indochina; Algeria etc etc.
Just to widen the scope I would love to see the kind of graphics used in CM combined with the type of turn sequence used being put together for say battalion sized units for the period 1845-1875. I think Age of Rifles covered this time period but the graphics are a bit outdated now.
With a Game Editor the potential would be huge. From the Mexican War to the Franco-Prussian conflict the various uniforms and armaments used would make for a very colourful and interesting game system.
Of course the scale of the individual soldiers would be much less as a wider field of territory would be covered.
Sheik Yerbouti
12 Nov 03, 16:31
panicked crews that abandoned a still finctional gun should be able to re-man the gun once they have rallied.
Ummm...there are so "still functional guns" in this game...
improved graphics! CM maps still look mostly like a chess board, I want more landscapes and smother edges
Enhancements to gameplay are much more important than graphics, IMO.
Bigger guns! I want naval guns and railroad guns. Yes, a dora shell will probably take out a large part of the defence but for special scenarios (sevastopol) these guns are absolutely necessary :)
Such guns are out of the scope of this game. 'Nuff said.
Bunker need an reworking so that they finally start acting as bunkers and not as vehicles (can be panicked and abandon by ATR but not MG/HMG... silly)
Well it depends what kind of bunker you are talking about...anyhow bunkers would need much revising.
More obstacles like dragon teeth or anti tank trenches.
Both can be simulated with proper terrain, but imperfectly of course.
beach invasion scenarios
I believe such custom scenarios are made for CMBO (haven't ever tried one).
no more Borg spotting!
While it is an obvious defect, I can just imagine the feedback if unit spotting was made more...dumb... ;)
Wolfleader
12 Nov 03, 17:29
Improved infantry models would be pretty nifty or at least have the 3D models open for modifications by users like the sound and textures. Also instead of a squad of infantry being represented by 2 or 3 infantry models running together it would be pretty nice to see all the individual members of the squad represented.
Also whenever one member of the squad gets taken out by enemy fire his body gets left behind instead of just dissapearing.
Better tracer skins would be pretty nifty as well as adding sound to the tracers and bullets slicing through the air.
Also textures for the insides of the houses would be nice too.
Ammo dumps where infantry can quickly run in and grab a clip or two whenever they run out of ammo. Also ammo sharing between squads of infantry or have the ability to salvage fallen troops for ammo.
Crews reman abandoned tanks and guns.
Option for mortars and heavy MG's to be disassembled by their crews so they can run just like other inf units.
Also sky textures using gifs instead of BMP's to allow users to use animated gifs for sky textures.
Ummm...there are so "still functional guns" in this game...
Well, if a gun was knocked out by a 150mm direct hit there's probably not to much left of it but if the crew was just chased away by MG fire or small caliber mortar than there's a good chance that the gun is still OK. So, if the crew is still alive why not sending them back to the gun to resume fireing ?
Such guns are out of the scope of this game. 'Nuff said.
ever tried Eichenbaums Operation Störfang Scenarios ??? There's plenty of room for a 800mm shell ;)
http://www.eichenbaum.org/headquarters.html
'Nuff said :p
Sheik Yerbouti
12 Nov 03, 18:10
Well, if a gun was knocked out by a 150mm direct hit there's probably not to much left of it but if the crew was just chased away by MG fire or small caliber mortar than there's a good chance that the gun is still OK. So, if the crew is still alive why not sending them back to the gun to resume fireing ?
Yes I understand it...but there are no undamaged abandoned guns in this game. Should there be, that's another question.
ever tried Eichenbaums Operation Störfang Scenarios ??? There's plenty of room for a 800mm shell ;)
I know eichenbaum's campaign very well thank you very much. Frankly this game was made to model small combined arms battles, not prolonged campaigns, and a 800mm shell fits into the game as well as an atomic bomb.
almost forgot... a method to refill ammo in mid-combat. Well, probably not for tanks but the defender certanly had a spot were additional ammo was stored and the attacker usually had some runners to get fresh ammo from some ammo dumps.
Sheik Yerbouti
12 Nov 03, 19:30
My wish list is pretty simple (and complex, hehe): All the good features of SPWAW (or other incarnations of SP). Won't go into the details now. :D
Off hand:
An ammo "dump" for Infantry in long scenarios or sharing of ammo / or collecting ammo from "dead" units,/ or from gun damaged tanks. Elimination of automatically spotting hidden units when the hidden units "invisibile targeting line" connects with the target.
Changing the "abandoned" gun label to a destroyed gun label if it is destroyed to clear up that return and resume firing question.
Mini arcades.
Like when ya target somethin', go and hit the thing yaself for starters in first person cockpit view.
Like simulater arcades built in in da game, ya know, like 'boom' and then ya wont complain 'im unlucky today'. Hehehe ;)
And with just one swish of my magic wand I grant thee all you wish for.....
Just load up the game and you'll be in for a nice surprise :cheeky:
Don Maddox
15 Nov 03, 11:23
I would like to see more options for scenario authors to set up victory conditions. CMBB is great, but it would be nice to see a wide variety of victory conditions similar to what ASL scenarios have. This could put some flavor in otherwise dry scenarios. Of course, this can be done as is with gentlemen's agreements, but it would be nice to see it as part of the scenario editor.
For the next generation of CM I also would like to see some improved graphics. They don't need to compete with cutting edge stuff like the new Doom, but I would like to see houses a little more like those found in Operation Flaspoint. The buildings we have now are really primative and simplistic. There are valid reasons for keeping them that way to an extent, but it's about time we brought CM up to 1999 standards.
I would also like to be able to get a more detailed game report at the end of the scenario. Casualties by turn, some additional statistics, etc. This would be something tht would be very easy for the designers to implement and would be great for starting detailed AARs.
CM now has some real competition on the market so I think it very important for Battlefront to realize that and agressively move to keep the series at the top of the heap. If they don't, they very quickly could become "has beens."
For those of us without ASL what are their victory conditions like?
What do you think are the competitors on the market? Not in realism i guess? :)
I have just recalled what i need while opening another game turn ---
an opportunity for a higher officer (batallion commander) or an HMG under his command to shoot his own troops.. grrrr, i really, really need this one now, shoot them, be dead or be routed forward, madame pigs! :angry:
Deadmarsh
16 Nov 03, 12:33
1. Graphics equal to other wargames of its kind.
2. Infantry smoke (I will pay somebody to come up with proof so I can show BTS. :cheeky: )
3. On-screen roster with hot links to take you to that unit from the screen.
4. More audio voices from soldiers.
KG_Cloghaun
30 Mar 04, 11:43
Has there been any new information on the next version of CM? Rumours or otherwise?
I would like the opportunity to easily add text to various locations on the map. How many times have you found a great spot for a FO or AT gun when doing your original setup only to forget a couple days later when your opponent returns the next file and it is time to plot movements.
Wolfleader
08 Apr 04, 05:23
IRT KG Cloghaun
I've been skimming through the Battlefront forums and I've heard word of a new combat mission in the workds called CMX. Don't know much else about this point except for some speculation that it's going to have a totally new game engine and that it's going to cover the conflict from 1939 to 1945.
Aside from my gripe about to-hit algorithms...:D,
I'd like to see some ASL features added. ASL uses individual leaders and not generic 2 to 8 man HQ units. I'm not sure what the WWII small unit HQs were like and I would guess the larger HQs, like battalion size, might tote around an entourage of sorts (radio operator, adjutants, etc); but the leaders out in the thick of the battles may not be dragging around 3 other men where ever they go. Individual leaders would give greater flexibility.
They would also allow for field promotions as in ASL, where in the thick of a fight a common soldier might suddenly show great courage and leadership in a difficult situation, allowing his squad to rally around him even though he's not an officer. This is one cool feature of ASL.
Another is nationality trait modifiers for given situations. CM lumps all soldiers in a generically "all is equal" class dependent on experience level.
And scouts of course! In ASL you use an individual man from a squad or plt to use as a scout, where in CM some unusual solution is required to fill that void.
And desperately needed - convoy and follow road commands!
KG_Kharkov
08 Apr 04, 17:20
1. more tiles for the map editor (apparently there are no diagonal paved roads in italian cities, and no debris in bombed out towns)
2. asl style campaigns where the player can make troop purchases in subsequent games
3. asl style victory conditions
4. more detailed stats
5. follow road/convoy commands
6. amphibious assaults, glider landings, and airdrops.
7. nationality based troop characteristics
8. three+ story buildings and nearly indestructible buildings -- so you can design a realistic Reichstag scenario where the building doesn't explode after 2 minutes of HE fire.
9. a shift feature in the map editor where you can easily recenter your map if you realize part way through that your dimensions are off.
10. one ETO game that covers Western Front, Eastern Front and Africa.
game_genie
05 Dec 04, 07:02
1. How about a campaign model like the old talonsoft games. Were you are able to have a core group of forces and able to win medals and promotions.
2. A news reel type screen after you finish a game, to show the ending stats and such.
:thumup:
Nat Mallet
05 Dec 04, 13:11
Just off the top of my head
1. Ability to rotate maps or change the direction of north.
2. Multi-front campaign mode
3. Burned-out tanks as obstacles
4. PTO
Nat
Wolfleader
05 Dec 04, 15:08
Indirect fire capability for on screen howitzers and arty pieces, SP guns as well as tanks such as the PzIV.
Ammo dumps for reloading infantry weapons and arty guns.
Forward observers equipped with radios are able to be in contact at long ranges with on screen guns and howitzers as well as off board arty.
Gun and tank crews are able to man their weapons and vehicles again.
Option to have vehicle crews disembark (and expose themselves to enemy fire) their vehicles to help get their vehicles moving again if their vehicle is bogged or immobilized. This decreases the time of getting bogged vehicles mobile again while this is the only way of getting immobilized vehicles up and running again.
Option to have disable (re: tell the crews not to fire) specific weapons on AFV's (ie: Tell a tank crew not to waste MG rounds on inf at long ranges.)
Smoke grenades for infantry.
An option to have a game with no turn limits (only until one side surrenders or is annhilated).
Ground liason officers who coordinate air strikes in support of ground forces (sorta like an FO but for planes. Can't remember what they're proper name is).
Being able to specify ground conditions for quick battles.
Reverse/Withrdraw option for vehicles.
Make the game totaly modable (ie: Be able to create/add new units, edit existing units, import/edit the 3D models, etc...)
But what I'd really love would be either some magical piece of code or a fast computer that's going to make my turns compile instantaneously with no waiting ;) .
creeping death
05 Dec 04, 20:18
1) What about control of aircraft, ie: call in an airstrike when needed to a certain location.
2) I love creating my own battles, so we need a new game that has all units for all sides available.
3) definetly hate running out ammo as my tigers pursue the russian infantry, need to have ammo trucks and an ammo dump.
4) Repair teams, if the tracks come off a tank can a squad try and repair it if they are not under fire.
Regardless this is the best WW2 strategy game on the market, I am sure the next one will be even better.
Wolfleader
06 Dec 04, 11:20
2) I love creating my own battles, so we need a new game that has all units for all sides available.
What would be nifty with that too would be the fact that scenarious would not have to be confined to WW2. You could easily set up a Korea or early mid east battles. (Mid to late WW2 Allied vs Soviet equipment)
3) definetly hate running out ammo as my tigers pursue the russian infantry, need to have ammo trucks and an ammo dump.
A good way to deal with inf with tanks would be to rumble close (20 to 30 metres) to them on open terrain and have your tanks cut them down with MG fire at close range. Make sure to keep on the move since staying static is to invite trouble via a molotov cocktail or satchel charge. I find simply circling around a pocket of enemy inf works quite well.
This tactic works well against the Russians but is fairly risky against allied and particularly German infantry due to their much more potent hand held AT weapons.
The Purist
15 Dec 04, 13:25
Repair teams, if the tracks come off a tank can a squad try and repair it if they are not under fire.
It takes about 30 to 45 minutes for a crew to 'break track' drive the tank of the track, repair/replace a link, drive the tank back on to the track, bolt the track back together, adjust the tension. This was with a modern, rubber block track like on M113s and other NATO style 'tracks'. I hate to think what a crew had to do with all metal tracks on Tigers, Panthers, IS-2s, etc. :crosseye:
This is a job for after the battle with a recovery crew on hand to help out.
Having done it many, many times as a tanker I can tell you it is not something you would ever contemplate doing anywhere near a battlefield.
Alkiviadis
15 Dec 04, 18:34
I'd like to see reinforcements appear in some kind of order, i e tanks/squads of the same platoon adjacent, platoon of the same company adjacent to each other not the mixed up vomit mess that we get now.
I do not know how to say this but i will give a try.
I would like to see the simulation of real trajectories and their impact all the way along the path from the shooter to the target.
This is important for tank,antitank and machine gun fire.
To be more specific,
right now, you (or the AI) choose a target and shoot at it.
The shot will affect only the target itsef,ignoring any unit (friendly or enemy) along the path.
This generates some unrealistic situations .
For example, You can have a tank platoon in column formation and still be able to have the last tank firing directly in front in spite the presence of the leading vehicles.
Or, an enemy machine gun can target your infantry unit which is following one of your tanks ,inspite the fact that in a real situation the presense of your tank could act as a shield against machine fire coming from in front.
Or , you can place your machine guns in any position to support your attack ignoring the fact that the trajectories may pass right through your attacking formations since they do not affect them
(even if friendly machine gun fire lands exactly in a friendly squad position,it does not inflict losses).
Or, because of the fact that fire affects only the area it lands on (target area) and not every point of the path of the trajectory ,there is no big tactical advantage to place MGs in such a way to acheive flanking shots and crossfire against the incoming enemy.
A MG firing directly infront against an approaching enemy company will be as much as effective with a MG acheiving a flanking shot.
Anyway i am not an expert and i do not know if the above things have more to do with the next generation of computer systems rather than the next generation of the game itself.
I suspect the problem is sufficient PC power to handle these calculations .
It takes about 30 to 45 minutes for a crew to 'break track' drive the tank of the track, repair/replace a link, drive the tank back on to the track, bolt the track back together, adjust the tension. This was with a modern, rubber block track like on M113s and other NATO style 'tracks'. I hate to think what a crew had to do with all metal tracks on Tigers, Panthers, IS-2s, etc. :crosseye:
This is a job for after the battle with a recovery crew on hand to help out.
Having done it many, many times as a tanker I can tell you it is not something you would ever contemplate doing anywhere near a battlefield.
I have to agrea with the "The Purist" also having done this many times It isn't something you want to do w/o lots of help 6-8 people. That track is very heavy and you don't want to be working around the outside of your track in the middle of a battle if it is "imoblized" think of it as giant magnet for incoming fire!!
I would like to see a modern battle set for the game... or at least a way to make up different OOB for the game.
KGPanzerschrecK
04 Jan 05, 02:50
1} a campaign game. being able to follow your units in multiple battles and ops. with more experience comes more accuracy and improved morale levels. watching your favorite men getting promoted and earning medals, keeping track of kills ect...that was one of my favorite features in Close Combat III.
2} better control in the map editor and more terrain types. instead of "blocking" in of say, a group of trees, be able to "paint" in a line of trees with a paint brush. not unlike a paint program.
3} more unit types (infantry & armored units) and more nationalities. each nationality should have nation specific pros and cons. and on a side note, id love to see US marines and japanese units for pacific battles.
4} on map in air airplane models and more airplane types. the ability to call in airstrikes like a FO does.
5} more artillery types and a total revamping of the way arty is used in the game. onboard indirect arty from on map sp's, guns and mortars and the way smoke is used ect...
6) smoke grenades for infantry
7) a pacific based version of CM. this the perfect game to simulate those terrible island battles.
1} 7) a pacific based version of CM. this the perfect game to simulate those terrible island battles.
I couldn't agree more a pacific based game would be fantastic!!
Wolfleader
09 Jan 05, 13:34
Just had another thought about what I would like to see in CM; Being able to customize the pause time instead of just adding 10 seconds to the delay time tp allow for much better synchronized movement by units. (ie: having a line of tanks move forward at the same time.) Being able synchronize a selection of units to move at the same speed would be nice too (they would move at the fastest speed of the slowest unit in their formation.)
KG_AGCent
10 Jan 05, 13:53
1} a campaign game. being able to follow your units in multiple battles and ops. with more experience comes more accuracy and improved morale levels. watching your favorite men getting promoted and earning medals, keeping track of kills ect...that was one of my favorite features in Close Combat III.
Multi-player campaign game...
My modest list of the three points that I belive should be at the top of the "fix-list"... (probably alot mentioned before, but in that case I am only enhancing the need :) )
Use a correct scale for the infantry and improve their animation. If a squad concists of 10 men, then it should also have 10 men represented in the game. Better modeled where the squad actually is positioned. I find it hard today to tell if wich side of the wall my men are deployed (the side that brings cover, or the side that brings swift mg42 death). :o
Smoke grenades for the infantry, I would get either court-martialed or fragged by my own men commiting to the assaults I have to do in the game.
A new formation command that ables you to sort your units in different formations in a quick and easy way, like column, line, wedge and for infatnry triangle example. This incorporated with a feature that lets your infantry use the cover available and break formation if cover is sparse.
KGPanzerschrecK
21 Jan 05, 09:01
something else i think is sorely needed is destroyable obstacles. you should be able to target and destroy wire and roadblocks with HE fired from tanks and guns or have pioneers be able to place charges on them and blow them in place. the game will let you target them but your units wont use thier weapons on them. :blab:
Wolfleader
24 Jan 05, 21:10
I'd like to see the wierd passenger seating system fixed in CM. It's pretty infuriating having a truck, jeep or APC which can seat a squad of 6 to 12 men but where you can somehow only seat a single sniper or FO team.
Also fixing it graphically so you don't end up with an inf unit sticking through the halftrack's hull when you seat an inf squad and a light weapon in the 251's would be nice as well.
vBulletin® v3.7.0, Copyright ©2000-2008, Jelsoft Enterprises Ltd.