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How are FPG and FPC different?

 
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All Forums >> [New Releases from Matrix Games] >> Flashpoint Campaigns: Red Storm >> How are FPG and FPC different? Page: [1]
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How are FPG and FPC different? - 5/26/2013 9:33:26 PM   
Mad Russian


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From: Texas
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The first and most important way is that Flash Point Campaigns is not Flash Point Germany 2. The two play nothing alike.

This is only a partial listing of the changes.

Changes to the series are so numerous it would take me hours to list them all. Here are the major ones.

- Hexes instead of squares.
- Active AI helo's. They will HUNT you if they are attack helo's. They will call fire from the FDC on you if they are observation helo's.
- NBC representation.
- Accurate OOB's selectable from the scenario editor.
- Scenario editor fully functional.
- Detailed ORBATS for units of the British, US, USSR and West German armies down to individual weapons systems.
- Realistic AAA and SAM resolution.
- Realistic CAS and Helo resolution.
- Cav/Recon unit special functions.
- Combat Engineering effects.
- Major and Minor river effects.
- Realistic pathing for units. With terrain being the determining factor of where an AI unit is sent and how.
- AI constantly checking for the best solution to control Victory Locations or exit from the map.
- FDC can direct fire for you or be turned off to allow you control of your artillery assets.
- Everything from full knowledge to full Fog of War.
- Realistic tactics work better in the game. Gaming the AI will get you losses.
- About 90% of the game is moddable. This will be important for customer issues, like graphics, that can be changed to fit a gamers wants/needs.
- FPG had 4 maps. FPC has 30 maps currently with one more in the works. Each scenario, except one, has it's own unique map. Each map was created using Google Earth for terrain and elevation accuracy. These maps are 100% functional not just pretty to look at.
- Dismounted infantry units as well as pure leg units are portrayed in the game.
- Mixed units, infantry and vehicles, take losses irrespective of each other. This can result in Mech infantry units without vehicles or without infantry at times.
- All ATGM, gun and armor factors were revised.
- Most importantly for me the series is being designed with extreme flexibility for other time frames to be added/modded as anyone will want to do. From WWII through far future conflicts. We have many expansions in mind. I'm sure the customers who buy the game will also have some ideas about where the game can go.

- * AND there are CAMPAIGNS in FPC!!!!!!!!!


Again, this is a partial list!

There are far more changes than these that the Capn and Rob have instituted!


Good Hunting.

MR

< Message edited by Mad Russian -- 5/27/2013 3:47:24 AM >


_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.
Post #: 1
RE: How are FPG and FPC different? - 6/1/2013 5:27:20 PM   
Mad Russian


Posts: 12570
Joined: 3/16/2008
From: Texas
Status: offline
Maps can be created and imported into the game.

Good Hunting.

MR

_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to Mad Russian)
Post #: 2
RE: How are FPG and FPC different? - 10/8/2013 5:11:03 PM   
Mad Russian


Posts: 12570
Joined: 3/16/2008
From: Texas
Status: offline
Now that we are within hours of releasing Flashpoint Campaigns: Red Storm here the major differences.

- Maps. FPG had 4 FPC:RS has 26. The maps were created using Google Earth for accuracy.
- Map Graphics. FPG had very pretty hand painted maps that had a low functionality. FPC:RS has much less attractive graphics but the functionality of the maps is much greater.
- Water barriers in the form of minor rivers, major rivers and lakes are modeled in the game.
- Bridging is modeled in the game including blown bridges, building bridges and amphibious water crossings.
- Unit insignia's have been added to the game.
- The scenario editor is fully functional with tremendous flexibility.
- The AI is very tough to beat. It is constantly checking ownership of Victory Locations(VL's) and threats to determine it's response. No two games ever play out the same.
- Variable ending of scenarios. Scenarios from 4 to 14 hours can be created.
- Full range of summer weather conditions. Clear, misty, light/heavy rain are all modeled.
- Full range of light conditions. Dawn, Daylight, Dusk and Dark are all modeled.
- The game is fully moddable in regards to ORBATS, weapons values, terrain features, graphics, sound files, etc...
- Detailed ORBATS and equipment for units in the British, Soviet, US and West German Armies.
- Fully functional map editor. You can make and add your own maps to the game.
- All factors for infantry units, vehicles, artillery, helicopters, AAA/SAM and Close Air Support (CAS) equipment has all been revised.
- The combat models for infantry, vehicle, helicopter, artillery and CAS have all been redone.
- All units have special attributes that determine how they react during game play.
- Combat Engineer effects. These are currently abstracted to a large degree with the intent to improve on the Combat Engineering model later.
- Dismounted infantry. Leg infantry units can be created and are in the game.
- The FDC can take control of your indirect fire units or they can be controlled from a Fire Direction window of their own.
- Full range of game play options from full Fog of War to full knowledge.
- Two Campaigns with more currently being worked on.
- Real life tactics work the best.

I'm sure this list is incomplete.

This will give you an idea of some of what has been done since FPG was released.

I hope this helps you decide, after reading the comments that will surely be made about the game, whether this game is for you or not.

Either way, we appreciate your considering buying our game.

Good Hunting.

MR



< Message edited by Mad Russian -- 10/8/2013 5:17:12 PM >


_____________________________

The most expensive thing in the world is free time.

Founder of HSG scenario design group for Combat Mission.
Panzer Command Ostfront Development Team.
Flashpoint Campaigns: Red Storm Development Team.

(in reply to Mad Russian)
Post #: 3
RE: How are FPG and FPC different? - 10/8/2013 5:14:56 PM   
Capn Darwin


Posts: 4486
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From: Newark, OH
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Well said MR!

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2.06 update is in final QA.

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Cap'n Darwin aka Jim Snyder
On Target Simulations Developer

(in reply to Mad Russian)
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RE: How are FPG and FPC different? - 10/9/2013 1:00:06 AM   
LRRP

 

Posts: 281
Joined: 7/2/2004
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Thanks for the info

(in reply to Capn Darwin)
Post #: 5
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