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RE: What's next for CC?

 
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RE: What's next for CC? - 8/3/2010 3:31:15 AM   
Third Eye

 

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quote:

ORIGINAL: Southern_land

I prefer something a little more snowy...






33 BGs each plus BO equivilent units for the Soviets. 10-12 german Bgs stuck in the kessel with limited fuel and ammo and the Soviets "respawning" at random on each of the Soviet entry points (Sov flags).

The 20-23 "active german BGs would have to project, then maintain a salient to let the trapped forces break out to them


No no no no no no no no nooooooooooooo!
Oh god no!
Not more Russian BS.

At least make CC6 the Falaise Pocket, or Anzio onwards to maybe Rome?
Korean War sounds cool too. The Pacific War would be a good CC7

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Post #: 61
RE: What's next for CC? - 8/4/2010 8:28:03 PM   
CSO_Talorgan


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quote:

ORIGINAL: Andrew Williams

It could very well... and show a cave/bunker being blown up.


Are you saying that the under bridge element has an explosive quality?

****

Assuming each dot represents a tactical map this is a bit of an expansion on what we already have:




****

quote:

ORIGINAL: Third Eye

No no no no no no no no nooooooooooooo!
Oh god no!
Not more Russian BS.

At least make CC6 the Falaise Pocket, or Anzio onwards to maybe Rome?
Korean War sounds cool too. The Pacific War would be a good CC7


Who cares where is set as long as it is moddable?

(in reply to Q.M)
Post #: 62
RE: What's next for CC? - 8/4/2010 9:01:04 PM   
xe5

 

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Interesting that the RoK is shown as having two capital cities.

Wasnt Red P going to be a CoH-style game and a military simulation?

Assuming a new game engine, my vote would be Hue: Tet '68.

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Post #: 63
RE: What's next for CC? - 8/4/2010 11:41:35 PM   
D.Ilse


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I'm still for Hurtgenwald as one of the bloodiest conflict the US army has ever fought.

AFAIK it's not been done on PC before.

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Post #: 64
RE: What's next for CC? - 8/5/2010 2:40:12 AM   
jomni


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Hurtgen would definitely continue the "story" from D-day.

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Post #: 65
RE: What's next for CC? - 8/5/2010 3:48:06 AM   
mooxe


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Lets start off with a version with no or very little Americans. Secondly, dense terrain where vehicles dont play a huge part and many battles were close quarter, but keep it a popular theatre.

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Post #: 66
RE: What's next for CC? - 8/5/2010 4:33:58 AM   
Southern_land


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quote:

ORIGINAL: mooxe

Lets start off with a version with no or very little Americans. Secondly, dense terrain where vehicles dont play a huge part and many battles were close quarter, but keep it a popular theatre.



Are you saying that you want another Close Combat? Too late, i've already saved an image of the page. You can't edit your way out of this

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Post #: 67
RE: What's next for CC? - 8/5/2010 4:37:06 AM   
mooxe


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Do we get to pick who doesnt make it? haha...

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Post #: 68
RE: What's next for CC? - 8/5/2010 4:55:06 AM   
D.Ilse


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quote:

ORIGINAL: jomni

Hurtgen would definitely continue the "story" from D-day.


It would fill the gap between LSA and WAR.

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Post #: 69
RE: What's next for CC? - 8/5/2010 5:21:43 AM   
Andrew Williams


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quote:

Do we get to pick who doesnt make it? haha...



too late... your obvious preference is recorded... anything else is just spam.

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Post #: 70
RE: What's next for CC? - 8/5/2010 6:23:54 AM   
tigercub


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rewrite Close Combat from the ground up then think about what it will be! i am for a army group south campain.

Tigercub!

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Post #: 71
RE: What's next for CC? - 8/7/2010 3:15:00 AM   
Q.M


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How about something from the Arab Israeli wars...Golan Heights perhaps??

VoT






Attachment (1)

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Post #: 72
RE: What's next for CC? - 8/7/2010 4:45:22 AM   
mooxe


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quote:

ORIGINAL: Q.M

How about something from the Arab Israeli wars...Golan Heights perhaps??

VoT







What a great looking isometric building. Nice work Atomic.

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Post #: 73
RE: What's next for CC? - 8/7/2010 4:27:06 PM   
Neil N

 

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quote:

ORIGINAL: mooxe

Do we get to pick who doesnt make it? haha...


I doubt that any of the venom spewing 'CC community' that are frequenting your site these days are willing to put in the 6-9 months of volunteer labor to pull it off.

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Post #: 74
RE: What's next for CC? - 8/7/2010 4:41:35 PM   
mooxe


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Ok that rules out about three people from my master plan!



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Post #: 75
RE: What's next for CC? - 8/7/2010 4:44:51 PM   
chiroho

 

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quote:

ORIGINAL: Q.M

How about something from the Arab Israeli wars...Golan Heights perhaps??

VoT


That would be awesome - I've often wished that CC would revisit one of the Arab-Israeli wars, because it has opportunities for tank engagements, as well as areas like the Golan heights, and street fighting.

Is this image from a mod that exists somewhere?

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Post #: 76
RE: What's next for CC? - 8/7/2010 4:47:30 PM   
mooxe


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The map is from Road to Baghdad. The teams look modded.

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Post #: 77
RE: What's next for CC? - 8/8/2010 3:02:09 PM   
CSO_Talorgan


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quote:

ORIGINAL: tigercub

rewrite Close Combat from the ground up


I agree with this

quote:

ORIGINAL: tigercub

then think about what it will be! i am for a army group south campain.


... but where the vanilla game is set matters not.

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Post #: 78
RE: What's next for CC? - 8/8/2010 5:06:58 PM   
Platoon_Michael


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I vote for an Entire coverage of the European Theater.
I hope it doesn't have the same sprite's we've seen for the past 10 years or the same scale including Buildings and vehicles.

I don't care if it's not 3D but I wont buy it if it still looks like what I already have just because it's in a different theater.

Ofcourse if I could get a strategic map with COH and a little bit better game play I would play this Mod for the rest of my life.

http://www.youtube.com/watch?v=cfJ13smdnZg

< Message edited by Platoon_Michael -- 8/8/2010 5:28:18 PM >

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Post #: 79
RE: What's next for CC? - 8/8/2010 5:38:12 PM   
D.Ilse


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I say a small unit on a 60+ map for The American Operation to take Schmidt(Hurtgenwald Camp) Nov.2 to Nov.16, 1944

Areas involved, Towns of Schmidt, Kommerscheidt, Raffelsbrand, Simonskall, Kall Gorge crossing, Hürtgen, Vossenack

Units:
US Army,
28. Infantry Division
> 109.Infantry Regiment
> 110.Infantry Regiment
> 112.Infantry Regiment

146. Engineer Battalion
Elements of US Armour and TD(Towed and SP)

Heer,

116.Panzer Division (Weakened, partial refitting)
>16.Panzer Regiment, I./II. Abteilung, about 30 Pz IV and Pz V
>60.Panzergrenadier Regiment
>156.Panzergrenadier Regiment
>116.Panzer Aufklärungs Abteilung(attacked American supply lines at Kall Gorge)
On Nov.2, An Kampfgruppe of 116.Pz grenadiers were sent to bulk up 74.Korps

74.Korps
89.Infantrie Division(Weakened)

275. Infantrie/Volksgrenadier Division(recently refitted at Aachen before transfer to Hurtgenwald)
>983.Genadier Regiment
>984.Grenadier Regiment
>985.Grenadier Regiment

A little history from Wiki on the 28th's attack and slaughter in the Green Hell.

The 28th Division was reinforced with armor, tracked transport Weasels and air support. Of its three regiments, one was deployed to protect the northern flank, another to attack Germeter, and the third to capture Schmidt, the main objective. The area had terrible terrain with the Kall Trail running along a deep river ravine. This was not tank country, despite the need for armor to support the infantry.

The attack by 28th Division started on November 2; the defenders were expecting it and were ready. The U.S. 109th Infantry Regiment was impeded after 300 yards by an unexpected minefield, pinned down by mortar and artillery fire and harassed by local counterattacks. One mile was gained after two days, after which the 109th dug in and endured casualties. The U.S. 112th Infantry Regiment attacked Vossenack and the neighboring ridge, which were captured on November 2. The 112th was then halted on the Kall by strong defenses and difficult terrain. The U.S. 110th Infantry Regiment had to clear the woods next to the River Kall, capture Simonskall, and maintain a supply route for the advance on Schmidt; again these were very difficult tasks due to weather, prepared defenses, determined defenders, and terrain. The weather prevented tactical air support until November 5.

The 112th captured Schmidt on November 3, cutting the German supply route to Monschau, but no American supply, reinforcement or evacuation was possible, as the Kall Trail was blocked. A strong German counterattack by tanks of 116th Panzer Division and infantry from 89th Division rapidly expelled the Americans from Schmidt, and they were unable to counterattack. For two days, the 112th remained hard pressed to hold its positions outside Schmidt.

On November 6, the U.S. 12th Infantry Regiment was detached from the U.S. 4th Division and sent to reinforce the 28th Division

Across the Kall Bridge the troops of the 28th US Infantry Division pushed forward at the beginning of November 1944 to capture the village of Schmidt. After a few days, the so-called Allerseelenschlacht (All Souls Battle) resulted in a disaster for the Americans. As American troops tried to retreat across this bridge to Vossenack, great parts of the Kall Valley were already cut off by the Germans. A German regimental doctor, Captain Guenther Stuettgen, managed to negotiate an unofficial ceasefire with the Americans at the Kall Bridge from November 7-12, in order to attend to the wounded of both sides. The lives of many American soldiers were saved by German paramedics[10].

At Vossenack, the 2nd battalion of the 112th disintegrated after constant shelling and fled a German attack. Following the providential arrival of two U.S. armored platoons of tanks and M10 Wolverine tank destroyers, supported by those 2nd battalion men who had held tight, and two companies of 146th Engineers operating as infantry, the Americans held on and the fighting for Schmidt continued until November 10.

The battle for Schmidt cost 6,184 U.S. casualties — compared with about 4,000 losses by the two divisions at Omaha Beach. German casualties were fewer than 3,000.[13]




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Post #: 80
RE: What's next for CC? - 8/9/2010 7:09:44 AM   
Q.M


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quote:

ORIGINAL: chiroho


quote:

ORIGINAL: Q.M

How about something from the Arab Israeli wars...Golan Heights perhaps??

VoT


That would be awesome - I've often wished that CC would revisit one of the Arab-Israeli wars, because it has opportunities for tank engagements, as well as areas like the Golan heights, and street fighting.

Is this image from a mod that exists somewhere?


Sorry, didn't see this reply.

Yes. The screenie is from Demiurg's VoT (Valley of Tears) MOD for CCIII.

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Post #: 81
RE: What's next for CC? - 8/9/2010 7:40:11 AM   
Andrew Williams


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aha!

All the elements from different games was what tricked me...... even loaded up CCM6/jtac

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Post #: 82
RE: What's next for CC? - 8/9/2010 9:02:33 AM   
Q.M


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quote:

ORIGINAL: Andrew Williams

aha!

All the elements from different games was what tricked me...... even loaded up CCM6/jtac



Not had a game on those for ages. Might have to have a crack at them again.

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Post #: 83
RE: What's next for CC? - 8/9/2010 10:49:22 PM   
Ivan_Zaitzev


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This Ideas migth suit for "CC6", but meanwhile they are great mod Ideas!
I think the Rhine crossing would make an excellent battleground!
Is there any mod about this?

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Post #: 84
RE: What's next for CC? - 8/10/2010 12:30:34 AM   
squatter

 

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For me, there are three ways to proceed with CC.

1. A total re-write of the engine. Doesnt need 3D or anything particularly new graphically, but just a re-working of AI/pathfinding/soldier behaviour in buildings and other cover/etc etc.

2. If not this, then a re-working of the current game where the strategic and tactical maps actually correspond. I.E. the Strat Map has companies as units of maneuvre, and what you commit to battle here is what you have to fight with on tac map.

3. And this is perhaps my most prefered result given the limited chances of option 1 - Why not make the next release a kind of 'Close Combat construction kit'. If some software could be written to 'open up' the current version of CC for ease of modding, combined with intuitive and easy scenario building 'kits', that would be great. All the maps thus far created could be rounded up, and you can leave the scenario building to the community, just as long as it is easy for all to do so. For example, you might select to use the 'West Front' kit, select 20 maps, put them together to make a strat map, quickly build some battle groups from the Western Front 44 'kit' (all made about 100 times easier than that currently is to do, hopefullly), and set some victory locations, and away you go. Then the community can easily build all kinds of scenarios, without the incredibly protracted, difficult, and unintuitive modding process. To be honest, H2H I only ever play custom made scenarios as the stock scenarios are pretty much all completely imbalanced in the first place. Name me one in LSA that isnt.

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Post #: 85
RE: What's next for CC? - 8/10/2010 12:54:50 AM   
Q.M


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Operation Michael 1918 on the Western Front.  Fast moving with determined resistance, withdrawls, night operations, raids, LTM's, devastating HA, lumbering tanks, machine gun battalions and searchlights all culminating in the Central Powers trying to break through the Allies in the Ancre and Somme rivers districts toward Amiens and finally Paris and the port channels in the north.






Attachment (1)

< Message edited by Q.M -- 8/10/2010 12:56:43 AM >

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Post #: 86
RE: What's next for CC? - 8/10/2010 2:30:02 AM   
Andrew Williams


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Looks like a bit of cavalry was involved... a few new sprites needed then.

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Post #: 87
RE: What's next for CC? - 8/10/2010 2:45:13 AM   
Q.M


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quote:

ORIGINAL: Andrew Williams

Looks like a bit of cavalry was involved... a few new sprites needed then.



Done deal. Plus a lot of the FA/HA was horse drawn. The dreams of Haig. Breakthrough the line and put the Cavalry through the breach to run riot in the rear area.

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Post #: 88
RE: What's next for CC? - 8/13/2010 5:54:47 PM   
dandechino

 

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The next frontier for CC? Vehicle pathfinding and AI.

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Post #: 89
RE: What's next for CC? - 8/13/2010 7:46:39 PM   
Peterk1

 

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You know, I think they can get way better perceived AI quality just by improving the deployment algorithm a little bit. I've been taking a look at the default deployments The Longest Day has been giving me and I realized the AI is stuck working with setups like that. I probably wouldn't be able to do much with those setups so even a top notch AI would be hopelessly lost in a 15 min game.

Scrap the little scattered groups of units around flags. Stack the front line on defense! And on offense, defend the front line lightly and pick a place to put most of the attacking units.


< Message edited by Peterk1 -- 8/13/2010 7:47:21 PM >

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