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#561283 - 06/22/01 08:21 AM Re: Steve Hunt...it's going from bad to worse! *SPOILER*  

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Quote:
Originally posted by Steve Hunt:

So, for eaxmple, you might be planning a mission when an AI pilot blows up the last Russian tank on the island and the war is won. But from your point of view it just ends wihtout you being involved at a seemingly arbitary time.

That's how EF used to feel to me - hence my 'war is won - oh - is it?' line.

No finally to the game with the player involved.

Cheers,

Steve


You are quite right, but as it is now, Im sorry to say is worse than that.
There are several reasons why I think so, first of all we now all know how its going to end, and that has actually spoiled the game for me, it has given med the feeling that all I have to do to win is to survive with as many pilots as possible until these final scripted missions.

And secondly (and probably the most important) the is absolutely no scope for replayablility in EFT, because all the major events are known already
  • Kill Trawlers
  • Kill Sub
  • Kill Aracnoplanes
  • Kill Hovercraft
  • Kill Spy drones
  • Escort SR-71
  • Escort Airforce One
  • You get the picture

Whereas EF2000 may end with war is won, there is still so much more to come back for, because you feel that you control the war.

With regard to how the ending could be done, I suggest that the dynamic campaign reduces the number of AI allied flown missions, as the end is approached, finally leaving the player deciding if an AI missions is needed, I am sure that you can come up with a good set of triggers where the AI should start reducing involvement.

TT

P.S. Please fix those Brimstones

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#561284 - 06/22/01 10:41 AM Re: Steve Hunt...it's going from bad to worse! *SPOILER*  

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With regard to my suggested ending, to spice things a little up, there could be a trigger where the Russians throw all they have left (what ever that may be according to how the campaign has played out) at ICEFOR, where the only scripted element is to force the player to deal with it. Either alone or if the player chooses with additional AI controlled flights.

This way you make sure the game end with this great battle, and the beauty of it is that it can go either way, but even if ICEFOR looses this battle, they dont loose the war. But will have to continue fighting the already weak Russians.

Just an idea.

TT

#561285 - 06/23/01 09:11 AM Re: Steve Hunt...it's going from bad to worse! *SPOILER*  

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Tracer, I agree with you. With a whole lot of frustrrrrrrrrrrration I finished it off with 2 pilots after the third had died in hospital 3 hours before last save. No way the meanwhile experienced wingman could be controlled to act clever.

Steve, I agree partially with you if I picture myself in your shoes for a moment. But it's totally unsatisfying to need 15+ takes on the medusa's to finish a war you fought hard in and generally in a victorious way !

There's no such luxury in a real war. There are no second (let alone 15+) chances !
I felt I had LOST big time (after my first attempt), and I can not imagine the casual simmers Rage/Did are aiming at like that loosing feeling either.

What does one want from a game in the end: to be the victorious hero, right ??
Typhoon does not make that happen.

#561286 - 06/23/01 01:35 PM Re: Steve Hunt...it's going from bad to worse! *SPOILER*  
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sixpack *thank you* for the much needed back-up!
The problem with this game is that a lot of player's will *keep* their 6 pilot's alive(or at least 3)
I thought i would go down the "traditional" simmers route and take each mission as it comes..? If a pilot lives/dies then so be it! *NO* reloads.
Unfortunately by doing so i appear to have screwed up EFT/Steve's gameplan???

The game as it stand's -with one pilot- is utter boring and ridiculously lacking fun!
There is no desire to try and complete it with one pilot after umpteen failed attempts -as you have found out?

Also i have found that by restarting a new campaign that you can practically win it from day one!
Since the campaign is *scripted* and the same events repeat themselves... by taking extra ASRAAM's and GBU's for eg you can sink the Russian sub Yeltsin with *one* GBU.. the EBC new's said that i sank the yeltsin with *Penguin* missiles!..yeah right!! using GBU's you can sink the container ship's also(they carry tanks).
When the cruise missiles are launched i found myself -along with my wingman- downing at least 6-8 each! by taking more ASRAAM's

Also by flying approx 2 miles from the rear of the landing craft and at the same speed and loading yourself with about 18 Brimstone's -2 hit's per craft are needed- you can again stop them from landing(of course i attack *ALL* sea vessels *not* what is told in my mission brief(ie sink 3...

The result is that nothing has landed....whereby my first attempt i was swamped because i followed the misleading mission briefs of *only* destroying what i was supposed to!

It appears then that the campaign is flawed?
Many people have reported that they are on day 2etc and the Russians have done nothing??
Steve's reply is to restart the campaign -it may be a bug....I think that playing it a second time, you blow away the Russians and therefore the campaign is effectively finished! The game -because of it's scripted state- has no "fall-back-on-incase-of" mode...whereby if the player succeeds in defeating an attack then the AI would mount another surprise attack from a different part of the island.

Instead *ALL* attack's happen (certainly in my two attempts) from the same point of the Island -hardly dynamic!!

The only dynamic part i have saw about this game is the land forces....stop the initial scripted attack and the game engine is stuffed!

My personal opinion is that the island is *far too small* and god know's what will be gained by the sale of the add-on? Unless they increase the amount of forces landing/attacking.........................?

Tracer


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[This message has been edited by Tracer[formerly of CS] (edited 06-23-2001).]

#561287 - 06/24/01 03:56 AM Re: Steve Hunt...it's going from bad to worse! *SPOILER*  

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Told'ya So...

Paintball Tourneys aside, there is ONE thing that makes a wargame work.

_Controllable Ground Forces_ in a theatre with depth.

Not simply of operational maneuver area but with a constancy of logistical reinjection of (A/B/C/D followon) forces.

This alone makes Iceland an unfortunate choice because if you look at a map, there are about three major routes N-to-S and a ringroad 'round the island and once you control those at a couple key chokes (infantry and attached ATGM/Mortars), there is no point to running down an enemy into direct combat because he _cannot get in_ significant resupply without being killed.
Over and Over and OVER again, enroute across thousands of miles of ocean.

OTOH, if you put the conflict in Western Europe under a true WWIII, _1980_, baseline, then you have so many roads (though many will be clogged) and such large variations in terrain that, against a GSFG type threat backed by WARPAC slaughter divisions, you can no longer assume a victory against threats to whole a 300nm /pincer/ movement is nothing and for which there may be a 5:1 or better local numeric advantagement.

Look at Desert Storm and then imagine fighting for half the total distance with twice the total forces. 200km a day is not unreasonable.

At this point you have two things going for you:

1. If you don't use smart probe-to-rear-area and collapsing killsac _ground unit_ tactics, you're gonna LOSE. It's a given, not a maybe and any -support- mission you fly for them is simply to open up holes or hold flanking security for their movements into advantaged contact. THAT is 'real job satisfaction' because you can see the ebb and flow of the Red Tide and pick weak spots to thrust into with your (air to) ground attack reducing the direct attrition or even /delaying it/ altogether, as a function of the depth of salient generated and ground retaken.

2. You /know/ the Futuristic Smart Weapons that are apt to be available if 'Top Secret' because they are a matter of historical record, not Babylon 5 postulancy. My favourites are the NAW A-10 and the Assault Breaker ordnance plan. Systems which include LAD, Pave Mover, Paveway IV, WASP and so on.


The keys are:
A- To make each national force 'different' so that they fight in a style as depicted by Clancy himself. Brits being bulldog, lockstep, tenacious in holding a constant center-to-flank 'line'. The Germans being fond of pulling the threat in before dogpiling it and giving chase back beyond the leapoff point in aggressive counterattack. And the USAR (as depicted in OMG) being into 'Air Land Battle' where their forces are clustered into attack stars with imbedded gas/SPH/infantry/tanks in Task Forces capable of independent operations with 'linked but remote' fires.

B- To be able to remote set each unit level (up to and including entire fronts) combat posture between attack, defend and hold line integrity with modifiers for depth and until-attrition-X contact so that it will 'fight on it's own'.

C- The ability to designate, again by icon= unit strength modifier, any /target/ or force for probing, assault or 'rolling hot' pass through/pursuit attacks. Click on a company icon and then click on a retreating /WARPAC division/ and that Company will pursue until destruction or capture. No matter where it goes or how long it takes, attrition/morale modifiers permitting.

D- Arrows For Dummies. IMO, there should be a definite set of win/lose parameters. Capture Bonn, get to the Franco-German border. Get to the Channel. Kill 70% of all NATO force. With these in mind, one should KNOW how 'desparate' the situation is getting as well as where the enemy is going to have to finally go.

Further, the enemy should have to obey certain logistical 'laws' which require them to have control of certain road junctions for resupply and rate of advance.

/Within this predictability zone/ however; the threat should be free to using pin-to-maneuver and pin-to-kill tactics with WIDE pincer movements and layered-deep breakouts. So that you are constantly being hit by waves of frontal defensive reduction while totally unrelated forces moves around your sides.

Comprehending all this to a non military trained person would be well nigh impossible.

UNLESS, you have the 'flaming red arrows of doom'. These are indicators of past unit movements through a 10-72hr 'G2 prediction' curve into the future and show, within a given statistical/strategic maneuver error margin, where the enemy is LIKELY to go next.

The fronts may advance like a solid red tide but the /arrows/ show you what you have left to defend and knowing that "To get to the capital he has to control autobahns X/Y/Z and I _must_ hold Startgarten to prevent this", you can devise a defense that can eventually become a turning point.

With all the above in mind, you can:

1. Set how much of the ground war you want to personally fight from the most basic of frontal (Army/Group level) 'aggressiveness' factoring to the most detailed of force on force movements.

2. SEE the developing battle and act to stop threats by (say) allowing pass through on main force and reattacking logi columns. No Gas, No Guns, No Gusto...

3. Fight to SUPPORT ground maneuver, rather than in a void of intent. It means So Very Much to the feeling of immersion to see that tank column moving up a road or valley KNOW that if you can keep that road free of threat traffic then the column will reach it's goal and cut off the enemy at the knees.

Because next mission there will be a little pocket of Blue where there used to be Red. And where Blue is AB2000 sitting atop a road junction 60km behind the lines, Red Arrow 1 may well be Frozen In It's Tracks. For a few more hours (now try getting Blue back out...;-).

NONE of which is possible on an island where you can't swing a dead cat without getting it's fur wet with 1,000nm-in-any-direction seawater.

I do hope that if we continue our EuroWar fettish, we will move back in time to a point where the separate airframe/mission roles had meaning and the threat was 'real', not Medusa'd...

I realize this probably doesn't apply to anything with 'EF-2000' or 'Typhoon' in the title.


KP

#561288 - 06/24/01 08:25 AM Re: Steve Hunt...it's going from bad to worse! *SPOILER*  

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Quote:
Originally posted by Kurt Plummer:
Told'ya So... Paintball Tourneys aside, there is ONE thing that makes a wargame work.
_Controllable Ground Forces_ in a theatre with depth.
KP


Kurt,

This is one of those rare occasions when I agree with you. In particular I agree with the above quote snip.

The rest of your post was lost on me, I did the usual read it, then went uhh? What's he talking about?



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http://www.hengist.co.uk/MiGAlley

#561289 - 06/24/01 12:34 PM Re: Steve Hunt...it's going from bad to worse! *SPOILER*  
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Quote:
Originally posted by Tracer[formerly of CS]:

The only dynamic part i have saw about this game is the land forces....stop the initial scripted attack and the game engine is stuffed!

My personal opinion is that the island is *far too small* and god know's what will be gained by the sale of the add-on? Unless they increase the amount of forces landing/attacking.........................?

Tracer



That's exactly what hopefully will happen when the campaign is opened up. Hopefully we'll be able to modify the intensity of the attack, where it happens from, and perhaps whether it's a single attack or a mulitple attack (from differing parts of the island for example)

I do beleive that the campaign is dynamic, but unfortunately it's bookended by prescripted events right now. (the former we already knew about) Not that that's a entirely BAD thing, but it does screw up replayabilty at this point...and increase the frustration factor in some people.

Hopefully opening up the campign will give us a at least 3 things.

1. Variable and user defineable srat and end points

2. The abilty to modify the strength of both sides.

3. More player interaction and LESS waiting between missions

Those three things will make it a much better game and allow the player to raise or lower the intensity to his/her liking.

Having said that though, I've enjoyed a whole bunch of exciting missions playing the game just as it is right now (in between waiting of course ). When Typhoon works, when you're actually on a mission, it works great and is a lot of fun. I've had mission of great intensity that made the adrenaline rush. Got to get it so that happens most of the time.

#561290 - 06/24/01 02:32 PM Re: Steve Hunt...it's going from bad to worse! *SPOILER*  
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Quote:
Originally posted by Uroboros:
That's exactly what hopefully will happen when the campaign is opened up. Hopefully we'll be able to modify the intensity of the attack, where it happens from, and perhaps whether it's a single attack or a mulitple attack (from differing parts of the island for example)


There is only one problem with this idea, which Steve pointed out when we encountered the "2-3 Brim's per ground vehicle" scenario.
When asked why they required 2-3 for a kill, Steve said they done that because if they increased the number of ground vehicles invading the island.Then the frame rate would suffer!
So by making them harder to kill it was compensating for the reduced quantity.(therefore making the game playable on lesser machine's)

Note: I said expand on the vehicle's/aircraft in the add-on, in my quote above as i was clutching at straws?

Because the island is so small, the game would seriously slow down -what with more aircraft in the air and lot's of sea vessel's landing around the island coupled with tank's etc driving around.
You just need to take off and your about 8miles from an airbase which you can see visualy!

EFT's major problem is it's just far too small... I can't realy see an add-on making this any better *unless* they increased the size of the theatre?
EF2000 and TAW had theatres in the region of 4million square Kilometres in size.
Typhoon is something like 400miles.
Therefor it's a lot harder for a game engine to "drop" it's drawing distance since everything is so close together.......that and it's a negative landscape what with it's mountainous region's(which take up a large chunk of land) limit's any seriously large ground engagement's.

Tracer

------------------
"Flying is the second hardest thing known to man.........the first is landing!"

[This message has been edited by Tracer[formerly of CS] (edited 06-24-2001).]

#561291 - 06/24/01 07:54 PM Re: Steve Hunt...it's going from bad to worse! *SPOILER*  
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Quote:
Originally posted by Tracer[formerly of CS]:
There is only one problem with this idea, which Steve pointed out when we encountered the "2-3 Brim's per ground vehicle" scenario.
When asked why they required 2-3 for a kill, Steve said they done that because if they increased the number of ground vehicles invading the island.Then the frame rate would suffer!
So by making them harder to kill it was compensating for the reduced quantity.(therefore making the game playable on lesser machine's)



Yes..but what kind of machine lesser machine are we talking about here? How much of a slow down are we talking about on the higher end machine most of us probably own? Considering how smooth Typhoon runs on lesser machine; might the slow down actually not be that drastic for most of us? Hell I bet it would probably run faster then some other sims we've put up with in the past.

Besides if the ability to intensify the campaign is a user definable feature then those with higher end machines could take advantage of it.

And speaking if the Brimstone feature; I don't mind if it's going to take 2 hits with one to take out a tank; just give it that range that the weapon is suppose to have

Quote:


Because the island is so small, the game would seriously slow down -what with more aircraft in the air and lot's of sea vessel's landing around the island coupled with tank's etc driving around.
You just need to take off and your about 8miles from an airbase which you can see visualy!

EFT's major problem is it's just far too small... I can't realy see an add-on making this any better *unless* they increased the size of the theatre?
EF2000 and TAW had theatres in the region of 4million square Kilometres in size.
Typhoon is something like 400miles.
Therefor it's a lot harder for a game engine to "drop" it's drawing distance since everything is so close together.......that and it's a negative landscape what with it's mountainous region's(which take up a large chunk of land) limit's any seriously large ground engagement's.

Tracer



We'll have to see exactly what Steve's take on this is. If what you say is true and would really slow the down; then we may have to forgo that (but the option still should there). I'll be happy if we get #1 and #3 of my original requests

[This message has been edited by Uroboros (edited 06-24-2001).]

#561292 - 06/24/01 11:50 PM Re: Steve Hunt...it's going from bad to worse! *SPOILER*  

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Lol Uroboros,

Quote:
Hell I bet it would probably run faster then some other sims we've put up with in the past.


Any sim will run faster than Janes F-18, no matter how fast the Janes machine is


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http://www.hengist.co.uk/MiGAlley

#561293 - 06/25/01 04:19 AM Re: Steve Hunt...it's going from bad to worse! *SPOILER*  
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Quote:
Originally posted by *Hengist*:
Lol Uroboros,

Any sim will run faster than Janes F-18, no matter how fast the Janes machine is




You read my mind.

#561294 - 06/25/01 06:09 AM Re: Steve Hunt...it's going from bad to worse! *SPOILER*  

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Hengist,

For most ground warfare operations, whether offensive or defensive, THE thing which a commander must concern himself with is 'contiguity vs. contact' as a function of knowing where his enemy is and reducing or bypassing him as a function of ultimate-goal reach.

While staying in-touch safe and supporting both within his own team and with any other 'joint' operators in the vicinity.

Where you've got basically a static (starting) engagment condition with premassed or at least equipment /prepositioned/ forces as in Europe, that means fighting 'nose to nose and shoulder to shoulder'.

Swinging away with that slaughterhouse sledgehammer against a crazed Kodiak in a 200km wide phonebooth along the IGB.

Nose to nose with your opponent means that you're always taking 'casual attrition' from his forward observer driven artillery, sniper-ATGM and CAS even as you have NO 'privacy' in which to blatantly marshal-mass forces in prep for a more fluid maneuver status (the mythical 'break out' condition so beloved of tank commanders) switch to offense.

Shoulder to Shoulder with your friends is the notion of the Swiss Pike Square 'made large'.

When properly executed, large infantry grouped maneuver and attack first defeated the knighted horse (=armor) by giving him no breaks in the spearpoints by which he could use the power and mass-in-motion of his charger to pass thru the layered 'front lines'. His mount would literally Not Do It.

These squares were also a first in being a 'combined arms' team with supporting soldiers having billhooks, two handed swords and other dehorse capable weapons to cut down the knight from his literal blind-sides while the interlock of pikes and long spear behind them 'impaled the velocity vector' of approach.

The same holds true today except that the landscape of battle is so large (and the rates of travel so fast) that you cannot hold with single squares but must link them.

An enemy armored force will therefore seek the shoulders /between/ 'squares' and attempt to flank-thru-and-out with his own 'supporting arms' (artie and CAS and airmobile).

The risk is of course that BOTH 'squares' will turn in place and give you a new front, on two sides, crushing you from /your/ flanks as you attempt to bypass.

But the Russians had so many troops and so many 'assault' (slaughter) divisions that they could afford, literally, to hold both enemy units by their polar=East cardinal point front AND breakout inbetween.

Leaving NATO at risk of being swamped or rolled up altogether, no matter 'which way they turned'.

The only thing you can do at that point is pull back, as a team, in pace with the enemies advance and give him no holes or gaps while you 'eventually' (you hope) outwait the maxheight of the Red Tide.

So... Imagine that your base mode of AI ground operations is 'Contiguous Contact'
Where all units are in lockstep (one of the only two good things which military doctrine instills over instinct) and the front is gradually flowing west.

And you're STILL losing because you haven't the space to wait for the ebb before 'automatic' victory is declared in favor of the Russian AI. By cities/forces taken or by specific landmark occupation.

What is a person to do (he asks in a panic stricken voice...;-)??

Click on ONE unit in that NATO frontal mass, say a German Panzer division and put that unit into _Fluid Contact_ fighting mode.

Now it's going to break contact and attempt to get between 10 and 30km worth of depth of spacing between it and any threat force.

It will make heavy use of it's organic artie, cav and aviation teams to find and fix the enemy and slow him down while /small/ units of Leopard will attempt to act as the 'killer' of the HK team and sideswipe any poor Russians that get out ahead of the general advance and are too much for the cav.

The remaining (majority) of other units will then attempt to get back to resupply points and then remass at a new mobile-force 'line' that has more to do with massed fires and mobility than actual terrain index occupational defense.

Important point being: they are _Away From Contiguous Contact_.

Of course they are going to be /screaming/ for CAS to help them 'get away clean' without their scout/cav units just getting completely annihlated.

And that is where you start assigning A-10 sorties. Not 'missions' but _sorties_. "You get so many today, what's your GFAC frequency when we get there?".

And the mission generator repeats-to-limit.

Now imagine the WARPAC AI says, as all ugly, sex starved, tankers are wont to do in sight of any hole larger than a pencil: "HO HO! A gap! LET'S 'BREAKOUT'!". And begin pouring dedicated Operational Maneuver Group units through on an as-fast-as-logi-allows reaction basis.

Wait for it. Wait for it.... NOW!

You switch CAS support to the neighboring Brit division frontal area and at the same time, hit it's unit designator and 'Assault' and the unit designator of the _logistics elements_ following on to the forces pouring into the gap on it's shoulder that you want to take down.

And without a break, those Brit units do an in-place turn left (or right, whatever) and plow into vulnerable logi-flanks of the onrushing OMG with tank teams and artie and minimal prep because your A-10's (and AH-1/64) are holding their front=now-flanks and they are thus free to pull a Patton.

/At the same time/ you set the Germans into motion and from advantaged killing grounds they butcher the 'antenna tank' lead elements and give start to a Russki Rout all the way back to the start point of line penetration 'and then some'.

Because that's what Krauts do best.

Whabam! One Dead Red OMG and not simply a /secured/ line but one which may have a salient bulge _going the other direction_.

Which is the same as creating and collapsing a killsac 'bulge' in our own lines without the risk or wait to pull back forces.

This is further worrisome to 'The Russians' (AI) because they remember the grand German pincer moves from the GPW even as they've basically blown their entire wad in that sector.

So they shift forces along still-bridged transport arteries to cover the exposed gap and that gives you yet MORE advantagement because road-march forces are easier to spot and kill in numbers and because road march forces going TO someplace are, by definition, no longer -available- someplace else.

Bothering your people.

And 'getting' ALL of the above requires _no_ great Alexandrian Martial Aptitude.

Just a mouse with say four field clickable options:

1. Contiguous Contact
By the whites of their eyes (2-5km) and always 'shoulder to shoulder' (pushed back or moved ahead) with neighboring -contiguous- behaviour set units.

2. Fluid Contact
H'yeeeer Kitty Kitty...

3. Assault
'Chaaaarge!' To destruction or capture of enemy units on a logistics/transport radius line visible on-map.

4. Disengage (20-60km spacing to resupply and nearest-road for your own "Uh Oh...." gap- closer relocation moments)

Plus a basic tutorial on how much big-dawg-in-fight vs. big-fight-in-dawg technology differential there is between WARPAC/NATO forces and specifically /unit types/.

As a function of combat assignment.

You might also include a specific 'bypass this one' ability to click on -enemy- targets.

So as to avoid engagements with mainforce elements _wherever found_ while waiting for 2nd echelon and resupply forces.

A single troop/platoon of tanks can take on a regimental formation of enemy SPH in road march 'pursuit' of their lead van for instance, but might be rather overmatched against the 70 Guards Tank Division T-72 that had rolled by 30 minutes earlier.

SO SIMPLE.

To make whole forces pin-and-wheel. Based on just hitting 'strategic screen' (shaded areas of responsibility) unit behavioral modifiers.

And yet so _player_ interactive, because your AIRPOWER is the key to making it for-real.

Or a total flop.

Where you put it, how many hot-pit sorties you do it well with and how /long/ you can hold the 'surge' of being everywhere-at-once while staying alive.

Meanwhile, back at the marketing ranch, 10 years after F3, we still cannot see that a 'flight sim' is about landings and takeoffs whether flying an A-10 or a 747 while a /combat sim/ (whatever the platform) is ultimately _a wargame_ where the control and support of OTHER (ground) forces towards a specific endgame goal is an absolute requirement to 'campaign completion' satisfaction.

Not blowing up some Medusoid Meth-mare.

Is it any wonder that the 'sim market is saturated' when we have a choice between what plainly belongs in the scifi-with-jets category and an endless rehash of Microsoft FSim-2000, 'with guns'?

Baaah, we need NEW BLOOD, from people that aren't afraid to think alinearly across force roles or restricted by security clearances from doing so.

It's time for 'sims' to become more involving than simply stick and rudder calisthenics repetition or George Lucasian brain gargle.


KP

#561295 - 06/25/01 06:45 AM Re: Steve Hunt...it's going from bad to worse! *SPOILER*  
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Ouch..my brain hurts.

#561296 - 06/25/01 10:29 AM Re: Steve Hunt...it's going from bad to worse! *SPOILER*  

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Actually, I may have 'gotten ahead of myself' a bit.

The OMG is usually considered to be a composite force, predesignated from reserved units for pass thru and then rear area 'hit squad' obliteration of OUR vulnerable CS/CSS groups.

At some point that will happen, if the Soviets can open a sufficiently wide breach in enough locations.

'Getting there' is about getting the breach(es) widened out and sufficiently controlled in depth (airmobile artery junction control and artie AA approaches reserved) to exploit.

So 'followon forces' (including bridging/ engineers) are perhaps a better designate than pure logistics attack as you don't want them to expand out past the shoulders while you are dealing with the depthed profile attack by the first echelon.


KP

#561297 - 06/25/01 01:43 PM Re: Steve Hunt...it's going from bad to worse! *SPOILER*  

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You know deep down I love Kurt's posts.

I'm sure he has a smile on his face when he writes them, just as I have a smile on my face as I read them

------------------
\:\)

Hengist.

Hengist's MiG Alley Site.
http://www.hengist.co.uk/MiGAlley

#561298 - 06/26/01 02:10 AM Re: Steve Hunt...it's going from bad to worse! *SPOILER*  

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Kurt: any comments on my posting of 6/11/2001 on the "LO:MAC pics are in" thread on the LOMAC board here on SimHQ?


[This message has been edited by Erich Schneider (edited 06-25-2001).]

#561299 - 06/26/01 07:39 AM Re: Steve Hunt...it's going from bad to worse! *SPOILER*  

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Being Dutch I have no problem reading/understanding thick English sim manuals, but what the F*** is Kurt saying ?? Is it my English or is it Kurt ?

Nonetheless, I appreciate the obvious indepth analysis. Here's six to ya, Kurt

Sixpack

#561300 - 06/27/01 02:42 AM Re: Steve Hunt...it's going from bad to worse! *SPOILER*  

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Long Live Kurt Plummer!!!!!

#561301 - 07/06/01 08:46 PM Re: Steve Hunt...it's going from bad to worse! *SPOILER*  

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Hi,

I am new here, so IF I do something wrong..don`t be too harsh..;o)

But I have been playing flightsims for awhile. Like F-22 Raptor and the others from Novalogic. Probebly know them..;o)

Then I found Typhoon, and I must say I have been playing it since.
It is very good, like you didn`t know that, but smetimes the things are weird in this game.
specialy the end. Like I have been reading in this topic..
I don`t like it a bit, because you fought hard to keep you pilots alive...and are winning the war.

Okay, I have to admit..I used reload a lot..;o)
But the end sticks..
After shooting down the Medusa planes...Thanks guys for the pointers on this.
They think of something new. Nuclear plane with helpers...
Man, give up..!!

How I am going to shoot this plane "Motherland" for goodness sake down. I fire rockets om it, the famous CRV77.
Pieces are flying off... But down..?? No, it won`t go down..
I think I am flying to close, because the pieces fly off and damadge my plane.

Can you tell me what the right speed is to get behind the plane?
And what can you do best, attack from the front..or the back ??

Because I want to end this game...or is there no end to it? ))

The rest of the gme is very well made, okay there are some weird things. But you know those.

I hope you can help me, because I really want to play this game to the finish..
Although I now only have 3 pilots left...the 4th one died in
hospital... I hate when they do that..;o)

Thanks for any help provided..

Greetings,
Peter




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#561302 - 07/07/01 06:42 AM Re: Steve Hunt...it's going from bad to worse! *SPOILER*  

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Peter,

Korte reactie in NL: Iedereen heeft hetzelfde probleem bij Typhoons einde. Check out de oudere topics. Het barst er echt van in het forum. Het duurt me nu wat lang om het te typen, okay ? Succes !

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