Michael Dorosh
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But CM:SF doesn't actually focus on minor detail issues, and that's the problem. It gives the appearance of doing so by making a couple of gestures in that direction but that's it. There is the "buddy aid" for example - troops stop to give assistance to wounded soldiers. But all that does is give some visual prettiness; none of it is under the player's control, and it has little real impact on the game, and what impact it does have is mostly indecipherable to the player in actual data terms.A hypothetical question:
It seems to me that the overall issue is that there's a dichotomy between top-down design to get "the feel" of combat command and a bottom-up design which attempts to organically grow realism out of the modelling of low-level units and personal in a realistic way ( we can argue whether or not they actually achieve this realism at this low level but I'd rather assume that they do so we can have the hypothetical discussion about which would actually be successful ).
CM:BO and BB were attempts to create a company and Bn-level game in which you felt a little like a Bn-commander and in which you ordered units around the map just like a tabletop wargamer. Very definitely a game and very much one which attracted old tabletop and miniature gamers ( and grognards... who were quite happy to accept CMBO and BBs failings given the promise that they would be incrementally fixed ).
CM:SF appears to be more of a 1:1 details up model which in focussing on the 1:1 and minor detail issues ended up losing the overall effect which CM:BO/BB gave.
My question is this: Do you think that most old-time ( CM:BO/BB ) players would actually like a CM:SF no matter how well it was implemented? I think that, perhaps, the issue isn't so much how flawed CM:SF was out of the gate but just that CM:SF is a design which lost what drew the old-times ( CM:BO/BB ) to CM in the first place.
Comments?
Most of the game is like that.
The infantry move about in different formations. But the player doesn't select any of them, nor are they customizable. So they stack up to clear rooms, for example, but the player has no control over how they do it or why. If I want to clear a room with the LMGs going in first, middle, or last, I have no way to change that - and I'm not advocating that I should, just stating the fact.
It looks like the player has more to do in 1:1, and it feels like there is more going on but in reality the premise is the same - moving squad-sized "blobs" from place to place.The difference is that in CM:BO et al, the player used his imagination to fill in the blanks. If a squad took 10 casualties in assaulting a house, he could write it off to the open ground he just ran across and didn't think much about it. He knew that the squad depiction on screen was a major abstraction. In CM:SF, I see the soldiers depicting each individual and naturally expect them to be able to tell me exactly what is going on.