Matrix Games Forums

Ageod takes you back to the Civil War Battle Academy iPad and PC 50 per cent off!Close Combat Last Stand Arnhem v5.60.53 update Allied Corps Walkthrough playlist and AARConflict of Heroes: Ghost Divisions Released!Pandora Beta Playthrough VideosGermany at War: Barbarossa 1941 Announced!Great Battles Medieval coming to your tablet with a 50 per cent off launch sale!Matrix Games / Slitherine / AGEOD are recruiting AGAIN!Battle Academy: Blitzkrieg France Let's Play Video
Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Why is this forum so freaking dead?

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [Discontinued Games] >> Panzer Command: Kharkov >> RE: Why is this forum so freaking dead? Page: <<   < prev  1 [2]
Login
Message << Older Topic   Newer Topic >>
RE: Why is this forum so freaking dead? - 8/12/2008 2:42:15 AM   
Titanwarrior89


Posts: 2895
Joined: 8/28/2003
From: arkansas
Status: offline
same here
quote:

ORIGINAL: Joram

To be honest I got this and it couldn't hold my attention.



_____________________________

"Before Guadalcanal the enemy advanced at his pleasure. After Guadalcanal, he retreated at ours".

"Mama, There's Rabbits in the Garden"

(in reply to Joram)
Post #: 31
RE: Why is this forum so freaking dead? - 8/12/2008 4:30:05 AM   
Prince of Eckmühl


Posts: 2449
Joined: 6/25/2006
From: Texas
Status: offline

quote:

ORIGINAL: Titanwarrior89

same here
quote:

ORIGINAL: Joram

To be honest I got this and it couldn't hold my attention.




And that's the same way that I reacted to ALL of the Combat Mission games. I had been playing Close Combat for several years before being introduced to CMBO, and I was absolutely appalled at how awful the infantry was handled in the newer game, as bad, IMO, as armour can appear in CC.

In retrospect, it's all about design. CC was designed from the ground, up, as an infantry game, hence the title. CM, conversely, with all it's devotion to effectively modeling a WW2 AFV chucking rounds down range, clearly suggests that the infantry (and for that matter, artillery) was an afterthought, shoehorned into the game, after BF had the whole "tank-thing" worked out.

Look at the detail that's applied to the modeling of armour in CMx, of individual AFV as a weapons system, the characteristics of which are the object of careful attempts at quantification. Contrast that with the handling of the squads and/or crews that inhabit the rest of the game, and it's obvious that non-armour is little more than an animated counter, barely more sophisticated in it's data-model than the infantry depicted in Avalon Hill's old Tobruk wargame, and just as much a hand-maiden to the true focus of the game, TANKS.

I'd be remiss were I not to state that PzC suffers from the same shortcoming. But, armour carries a lot of weight with wargamers (pun intended), and the developer erred on the side of convention, "give the barbarians what they want." It's worth noting that much of the controversy surrounding games like CMSF and/or Theatres of War is derived from a developer having attempted to effectively deal with both infantry and armour in the same game, an apparently thankless chore that some would suggest went unfilled in both instances.

As of this moment, I have some choices as a gamer. If I want to play a WW2 infantry game, I will play one of the CC games. If I want to play an armour game, I'll play CM or PzC. But, I'll writhe about at each bend in the scenario selection process if someone (an opponent, typically a close friend) attempts to cram too much armour into CC, or too much infantry into the WEGO games. As to CMSF and Theatre of War, I genuinely appreciate both for their promise, but as am yet on the fence as to whether or not there's a future (or an audience) for such hybrids.

PoE (aka ivanmoe)

_____________________________

Government is the opiate of the masses.

(in reply to Titanwarrior89)
Post #: 32
RE: Why is this forum so freaking dead? - 8/12/2008 11:22:13 AM   
SAF_Biffa


Posts: 131
Joined: 4/16/2008
From: Wiltshire
Status: offline
A good case in point is the amazing fun that I remember having with Close Combat: A Bridge Too Far. Crawling through wrecked buildings trying to get behind a panzer with my last Piat remains one of my fondest memories of any similiar game.

Sure there's a buzz blowing stuff from miles away with a Tiger, but it soon becomes pretty mindless and repetitive but using infantry in a skillful way remains far more of a rewarding challenge imho. Wouldn't anybody prefer to be the David and win rather than the Goliath? The whole experience is far more entertaining and challenging.

One thought I do have is that maybe there aren't enough infantry friendly maps in PCK. I'm thinking about how much more of an armourfest CC3 was than CC2 and this was largely due to terrain and ofc the fact that only part of CC2 involved the Allies having tanks. It made players think and didn't depend on the 'big guns'.

I honestly think that if we (Map Makers out there) started making maps a lot busier regards bushes/fences/map elevations etc we could then redress the balance. Infantry animations would help a bit too especially in close combat. Too many maps at the moment are basically almost clear shooting galleries and this doesn't help. We need map makers or aspiring map makers who actually have an understanding of infantry tactics to try their hands at using the MM and bring the infantry element to life.

Reminds me of a great book called Erwin Rommel Infantry Attacks, it simply served to illustrate the exhausting and exciting role of a combat infantryman, I'd love to see more of this in the game.

(in reply to Prince of Eckmühl)
Post #: 33
RE: Why is this forum so freaking dead? - 8/12/2008 11:38:14 PM   
Ron

 

Posts: 456
Joined: 6/6/2002
Status: offline

quote:

ORIGINAL: Prince of Eckmühl


And that's the same way that I reacted to ALL of the Combat Mission games. I had been playing Close Combat for several years before being introduced to CMBO, and I was absolutely appalled at how awful the infantry was handled in the newer game, as bad, IMO, as armour can appear in CC.

In retrospect, it's all about design. CC was designed from the ground, up, as an infantry game, hence the title. CM, conversely, with all it's devotion to effectively modeling a WW2 AFV chucking rounds down range, clearly suggests that the infantry (and for that matter, artillery) was an afterthought, shoehorned into the game, after BF had the whole "tank-thing" worked out.

PoE (aka ivanmoe)



Not sure what your feelings towards CM have to do with PCK here, however from your comments re infantry in CM one can only conclude your prejudice and lack of true information. All the best.



(in reply to Prince of Eckmühl)
Post #: 34
RE: Why is this forum so freaking dead? - 8/13/2008 12:17:50 AM   
JMass


Posts: 2153
Joined: 6/3/2006
From: Italy
Status: offline
Just to remember the name of this game is Panzer Command: Kharkov and really I don't care about infantry games.

_____________________________

"Klotzen, nicht Kleckern!"Generaloberst Heinz Wilhelm Guderian

Now playing, testing or modding: ATS, CTGW, FoG, LnL HoS, PFE, WWII-Europe
Idling: a lot of games...

(in reply to Stridor)
Post #: 35
RE: Why is this forum so freaking dead? - 8/13/2008 1:06:39 AM   
Prince of Eckmühl


Posts: 2449
Joined: 6/25/2006
From: Texas
Status: offline

quote:

ORIGINAL: Ron


quote:

ORIGINAL: Prince of Eckmühl


And that's the same way that I reacted to ALL of the Combat Mission games. I had been playing Close Combat for several years before being introduced to CMBO, and I was absolutely appalled at how awful the infantry was handled in the newer game, as bad, IMO, as armour can appear in CC.

In retrospect, it's all about design. CC was designed from the ground, up, as an infantry game, hence the title. CM, conversely, with all it's devotion to effectively modeling a WW2 AFV chucking rounds down range, clearly suggests that the infantry (and for that matter, artillery) was an afterthought, shoehorned into the game, after BF had the whole "tank-thing" worked out.

PoE (aka ivanmoe)



Not sure what your feelings towards CM have to do with PCK here, however from your comments re infantry in CM one can only conclude your prejudice and lack of true information. All the best.





Interesting. Can I conclude from your comments that you "feel" that I'm equally prejudiced toward Close Combat because I state that it's not a particularly good armour game? Am I'm prejudiced against against CMSF because I suggest that it's only partially successful in its attempt to deal with armour and infantry in a balanced fashion? Are you concerned at all about my apparent prejudice regarding PzC? Or am I only prejudiced against YOUR game?

PoE (aka ivanmoe)


_____________________________

Government is the opiate of the masses.

(in reply to Ron)
Post #: 36
RE: Why is this forum so freaking dead? - 8/13/2008 1:35:27 AM   
Mobius


Posts: 8735
Joined: 6/30/2006
From: California
Status: offline
quote:

ORIGINAL: JMass
Just to remember the name of this game is Panzer Command: Kharkov and really I don't care about infantry games.

Quite right. It is not named Infantry Commander.

Instead of having a head count every turn, the game tries to simulate squad effectiveness using steps, morale and cohesiveness states.

Every infantry centric game I've ever seen has had to neuter armor to keep the focus on the infantry.

< Message edited by Mobius -- 8/13/2008 1:37:59 AM >

(in reply to JMass)
Post #: 37
RE: Why is this forum so freaking dead? - 8/13/2008 9:30:24 AM   
SAF_Biffa


Posts: 131
Joined: 4/16/2008
From: Wiltshire
Status: offline
Each to his own tastes but I do think PoE does have a point though maybe implying that PzC had been build with little innovation and to a formula to appeal to 'Barbarians' is stepping over the mark and quite unfair.

Maybe it's the way I'm playing the game but it has certainly shaped the way I tackle the games challenges, infantry for me are disposable scouts for armour, especially, as I mentioned above with the vanilla map designs.

(in reply to Mobius)
Post #: 38
RE: Why is this forum so freaking dead? - 8/13/2008 2:38:06 PM   
invernomuto


Posts: 914
Joined: 10/8/2004
From: Turin, Italy
Status: offline

quote:

ORIGINAL: Mobius

quote:

ORIGINAL: JMass
Just to remember the name of this game is Panzer Command: Kharkov and really I don't care about infantry games.

Quite right. It is not named Infantry Commander.

Instead of having a head count every turn, the game tries to simulate squad effectiveness using steps, morale and cohesiveness states.

Every infantry centric game I've ever seen has had to neuter armor to keep the focus on the infantry.


IMHO the infantry model in PCK needs:
1) Fatigue traking: like someone said on this board, it's quite unrealistic to rush 1 km without penalities. A simple way to track fatigue like in JTCS: if a squad rushed the previous turn it is fatigued and could only move at slow rate.
2) More (and better) animations. Animations are too "simple". Tanks are great but when soldiers start moving the "magic" of the game fades away.
3) Better tactical IA during turn resolution. Inf squads should react better to the events that may occur in turn resolution (eg a MG starts firing on your squad).

Overall I think that PCK is a great game. Very fun. Compared to Winterstorm, it's definitely better (expecially infantry!).
My PBEM turns last less than 10 minutes (600 vs 600 points scenarios) and micromanagement is minimal. I get used to platoon based orders and I think that the system work good in most situations.

My 2 cents.


_____________________________

Small Ship, Big War - the Voyages of the Hibiki
http://www.matrixgames.com/forums/tm.asp?m=1363103

Best AAR I've ever seen!!!

(in reply to Mobius)
Post #: 39
RE: Why is this forum so freaking dead? - 8/13/2008 4:48:15 PM   
Prince of Eckmühl


Posts: 2449
Joined: 6/25/2006
From: Texas
Status: offline
quote:

ORIGINAL: SAF_Biffa

Each to his own tastes but I do think PoE does have a point though maybe implying that PzC had been build with little innovation and to a formula to appeal to 'Barbarians' is stepping over the mark and quite unfair.



Thirty-something years ago, a cover-story in the Avalon Hill General ran with the title "What's in a Tank?" The gist of the article was that games which focused on tracked-AFV outsold those that didn't. The author went on to muse about the possibilities as to why, but the numbers seemed pretty indisputable. PanzerBlitz was their biggest seller at the time, BTW. My reference to barbarians was made with the rhetorical license that I frequently extend to myself. No harm was intended. It seemed so obtusely ironic, (as I'm a card-carrying member) that I felt no emoticon was needed.

quote:


Maybe it's the way I'm playing the game but it has certainly shaped the way I tackle the games challenges, infantry for me are disposable scouts for armour, especially, as I mentioned above with the vanilla map designs.


Armour is so strong relative to infantry in a data-driven game that a designer has to BEGIN his work by engineering the game in such a way as to make the older arm of combat relevant. For instance, he can employ a smaller map scale which will serve to dilute the superiority that armour frequently enjoys in speed, range and sheer lethality. If infantry can maneuver and engage at close-range, relatively quickly, the strengths of armour are far less pronounced. This is the route that Close Combat takes, BTW, one which allows for tremendously detailed little firefights, even if there's a heavy-gunned tank or two about. Take that same game and push the TOE up to fifty-percent AFV, and the grunts are barely more survivable than what you'd find in a game that uses a larger map scale like CM or PzC. But, let's look at what BF/Steve had to say about it, QFT:

quote:

posted January 30, 2005 08:48 PM

The 3D environment of CM does offer us some challenges in terms of where to draw the line between a simulation of the individual soldier and larger groups of soldiers (i.e. units). It's something we've all be struggling with since the early days of CMBO's design.

Back in the old days of wargaming you'd have a cardboard chit with some numbers and a shape on it. Nobody called for more than that simply because the system was so abstract probably nobody thought of it (at least not thinking it possibly practical).

The first couple of generations of computerized wargames fell into the same category. As time went on and technology improved wargamers wanted better looking maps, more attractive looking units, and of course more under the hood. But again, for anything but the smallest scale wargames nobody thought about simulating the individual soldier to any significant degree. Until, that is, Close Combat came out.

CC was the first commercial wargame to model the individual soldier in detail and in substantial numbers. And for all its flaws, the game worked very well and people saw the value in having the 1:1 soldier simulation. Then CMBO came around...

Our problem, from the beginning, is our chosen scale. MUCH larger than CC's, yet not so much that individuals ceased to matter. But due to technical limiations we never once thought about doing 1:1 because it simply wasn't possible. However, the desire has always been there, at least to some extent. Now comes CMx2...

What we are doing now is giving the individual soldier a place on a larger scale battlefield (larger than FPS, CC, etc). That is the right thing to do. However, there are limits. We must make sure to not lose sight of the fact that this is a larger scale wargame and not a FPS of even Close Combat scale game. Therefore, when push comes to shove, decisions are made which favor the larger scale wargaming environment. Clutter, unnecessary development distractions, big hits to the CPU for little simulation gain, etc. are all bad things for CMx2.

In short... we know what CMx2 is supposed to be and what it isn't. We have this vision very clearly laid out and will not waiver from it. There will be no mission creep.

Steve"


Honestly, it really sounds as though he's suggesting that infantry combat in CC is more detailed than that found in CMx1, and much of this is owed to the former's smaller scale, as opposed to the scale employed in his game, one that was obviously adopted to showcase the mobility, range and lethality of AFV. I've tried to explain this before, hereabouts. Most folks seem to get it.

PoE (aka ivanmoe)

< Message edited by Prince of Eckmühl -- 8/13/2008 7:02:28 PM >


_____________________________

Government is the opiate of the masses.

(in reply to SAF_Biffa)
Post #: 40
RE: Why is this forum so freaking dead? - 8/14/2008 1:03:50 PM   
thewood1

 

Posts: 505
Joined: 11/27/2005
Status: offline
I think CM does a commendable job with infantry, at the scale its at.  I love CC and played it almost religiously for over 10 years.  Its main draw back was map size, even for infantry battles, pathfinding, and armor/support weapons.  For what it was limited to, CC was a good and fun infantry game.  It was by no stretch of the imagination a combined arms view of WW2.  CM and PCK, to some extent are closer to combined arms.  CM is much more mature in that respect than PCK.  Real life tactics work in CM when it comes to infantry vs. armor.  The 3-man graphics were needed to let more units into the picture.  Look at CMSF, 1:1 graphics that have the same issues CC had with trying align units on a ridge, in a trench, along a wall, in a house, etc.  CC was also on 2D, which I don't really mind, but still a different representation of a battle.  Don't forget, CC, at least from what I remember, still had the infamous borg spotting.

Here is a cool discussion that included a real wargame/simulation developer about CC and turn-based games:

http://www.simhq.com/forum/ubbthreads.php?ubb=showflat&Number=2522407&fpart=2

(in reply to Prince of Eckmühl)
Post #: 41
RE: Why is this forum so freaking dead? - 8/14/2008 3:27:49 PM   
Toozasl


Posts: 97
Joined: 11/8/2007
Status: offline
I love how this game reminds me of my long loved Combat Mission series. Since the powers that be at Battlefront Games decided to change--and ruin!--this series with their egregious CMx2 system, I am now hooked on Panzer Command. please keep more modules coming!

(in reply to Stridor)
Post #: 42
RE: Why is this forum so freaking dead? - 8/14/2008 4:54:45 PM   
Petrus58

 

Posts: 38
Joined: 8/13/2008
Status: offline
Toozasi,

Like you I have enjoyed playing CM1 for many years, but unlike you I think that CM2 is (now) a fantastic game. The prospect of the WW2 modules has me drooling!  All of which just illustrates the impossibility of pleasing everyone!

(in reply to Toozasl)
Post #: 43
RE: Why is this forum so freaking dead? - 8/15/2008 6:25:57 AM   
Toozasl


Posts: 97
Joined: 11/8/2007
Status: offline
Perus58--I tried to like CMx2 but just couldn't. I just love the WEGO system in Panzer Command and CM1.

(in reply to Petrus58)
Post #: 44
RE: Why is this forum so freaking dead? - 8/15/2008 9:42:21 AM   
Petrus58

 

Posts: 38
Joined: 8/13/2008
Status: offline
Toozasi,
You can play WEGO in CMSF, but I would agree that it does not seem to work as well as in CMBB/AK and PzC

(in reply to Toozasl)
Post #: 45
RE: Why is this forum so freaking dead? - 8/15/2008 3:18:54 PM   
Toozasl


Posts: 97
Joined: 11/8/2007
Status: offline
I tried the CMSF demo and it just did not "hook me' as Panzer Command and CM did. I'll still check out the WWII module--if I live long enough!

_____________________________

"Better to wonder why you are winning than to know why you are losing."

(in reply to Petrus58)
Post #: 46
RE: Why is this forum so freaking dead? - 8/19/2008 1:06:37 AM   
killroyishere

 

Posts: 639
Joined: 4/23/2008
Status: offline

quote:

ORIGINAL: Stridor

Just to reiterate what Ben said, that latest map making tools (in open beta) require no 3D modelling experience. You can now make quite useable maps quickly (< 1hour) and the maps have an advantage over CM by being non-tiled, and at 1m ground resolution as well as being a more realistic representation of terrain.

The latest versions even include the ability to add custom labels and terrain grids to your maps (something which had been requested of PCK).

If you can use MS Paint then you can make a map in PCK.


That's the other thing I forgot to mention the small static maps to begin with 1kmx1km is just too small. Everything is within fire/sight range pretty much with such a small scale. 2km/m x 2km/m would have been much better and things wouldn't have seemed so squeezed into such a small box.

(in reply to Stridor)
Post #: 47
RE: Why is this forum so freaking dead? - 8/19/2008 4:38:12 AM   
Mraah

 

Posts: 1084
Joined: 2/20/2008
Status: offline

quote:

ORIGINAL: killroyishere
That's the other thing I forgot to mention the small static maps to begin with 1kmx1km is just too small. Everything is within fire/sight range pretty much with such a small scale. 2km/m x 2km/m would have been much better and things wouldn't have seemed so squeezed into such a small box.


It would be interesting how they do the 2kmx2km maps ...

If they gave us two ways to make the maps it would be nice .... ie, a single 2kmx2km map is four 1kmx1km maps, which could be modular defined in an XML file .... OR the option to make one big 2x2.

Perhaps going further and arranging the 1x1 maps in a row .... creating a 1x4 map.

Very interesting idea.

Rob

(in reply to killroyishere)
Post #: 48
RE: Why is this forum so freaking dead? - 8/19/2008 5:24:47 AM   
Mobius


Posts: 8735
Joined: 6/30/2006
From: California
Status: offline
I'd like to point out there was no random terrain for battles in WWII or any other war.  It was unchanging terrain selected somewhat at random.  If the battle was going to be at a certain town there wouldn't one day be a hill to the south of the town and to the west the next.

Depending on how fast new maps can be made a campaign could be envisioned with new maps made each week or so from GE for a new battle.  The location would be some distance from the last based on the results of the outcome of the previous weeks battle.

(in reply to Mraah)
Post #: 49
RE: Why is this forum so freaking dead? - 8/19/2008 6:37:49 AM   
Michael Dorosh


Posts: 377
Joined: 3/2/2003
Status: offline

quote:

ORIGINAL: Mobius

I'd like to point out there was no random terrain for battles in WWII or any other war. It was unchanging terrain selected somewhat at random. If the battle was going to be at a certain town there wouldn't one day be a hill to the south of the town and to the west the next.


And just as soon as you code up an interactive strategic layer for PCK, your comments might have some applicability... ;)


_____________________________

The Tactical Wargamer


(in reply to Mobius)
Post #: 50
RE: Why is this forum so freaking dead? - 8/19/2008 2:07:46 PM   
z1812


Posts: 972
Joined: 9/1/2004
From: Toronto Ontario
Status: offline
Hi All

quote:

ORIGINAL: Mobius
I'd like to point out there was no random terrain for battles in WWII or any other war.  It was unchanging terrain selected somewhat at random.  If the battle was going to be at a certain town there wouldn't one day be a hill to the south of the town and to the west the next.


It is a game and people like to have fun. They like the option of having nice looking and interesting maps that can be easily made or randomly generated. The easier the better.

regards John

(in reply to Mobius)
Post #: 51
RE: Why is this forum so freaking dead? - 8/22/2008 7:31:46 PM   
bardolph


Posts: 13
Joined: 4/15/2008
Status: offline
Given that the game does not specifically concentrate on pre battle maneuver, I wonder about the comment that 1Km maps are too small.
A WW2 battalion on the attack usually had a 1Km or less frontage. They would generally have defined borders on the left and right as other units would be operating on their flanks. Are you really playing with battalion size forces? Companies tended to attack on a frontage of anywhere between 275-800 meters.

I grant that the map could use a little more depth, but 1Km width seems fine for a company level force.

(in reply to z1812)
Post #: 52
RE: Why is this forum so freaking dead? - 8/23/2008 12:20:54 AM   
Michael Dorosh


Posts: 377
Joined: 3/2/2003
Status: offline

quote:

ORIGINAL: bardolph

Given that the game does not specifically concentrate on pre battle maneuver, I wonder about the comment that 1Km maps are too small.
A WW2 battalion on the attack usually had a 1Km or less frontage. They would generally have defined borders on the left and right as other units would be operating on their flanks. Are you really playing with battalion size forces? Companies tended to attack on a frontage of anywhere between 275-800 meters.

I grant that the map could use a little more depth, but 1Km width seems fine for a company level force.


Exactly.

_____________________________

The Tactical Wargamer


(in reply to bardolph)
Post #: 53
RE: Why is this forum so freaking dead? - 8/23/2008 3:49:55 PM   
Prince of Eckmühl


Posts: 2449
Joined: 6/25/2006
From: Texas
Status: offline

quote:

ORIGINAL: Michael Dorosh


quote:

ORIGINAL: bardolph

Given that the game does not specifically concentrate on pre battle maneuver, I wonder about the comment that 1Km maps are too small.
A WW2 battalion on the attack usually had a 1Km or less frontage. They would generally have defined borders on the left and right as other units would be operating on their flanks. Are you really playing with battalion size forces? Companies tended to attack on a frontage of anywhere between 275-800 meters.

I grant that the map could use a little more depth, but 1Km width seems fine for a company level force.


Exactly.

Yeah, but there are weapons in the game that can kill anything that can seen at any range on a 1K map, even for scenarios depicting platoon or squad level engagements.

PoE (aka ivanmoe)



_____________________________

Government is the opiate of the masses.

(in reply to Michael Dorosh)
Post #: 54
Page:   <<   < prev  1 [2]
All Forums >> [Current Games From Matrix.] >> [Discontinued Games] >> Panzer Command: Kharkov >> RE: Why is this forum so freaking dead? Page: <<   < prev  1 [2]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.719