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RE: The Good in FPC

 
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RE: The Good in FPC - 1/22/2018 5:15:02 AM   
TarkError

 

Posts: 22
Joined: 7/13/2011
From: Vancouver, BC
Status: offline
For me, FPC avoids a common mistake where the conduct of gameplay and battle are overly influenced by the technical characteristics of individual weapons. I like how the issues of C2, planning, and the player's use of time in battle are much more important than knowing that a certain munition penetrates 670 millimeters of rolled homogeneous steel at 20 degrees.

(in reply to markcab)
Post #: 61
There and back again... - 4/28/2018 8:41:40 PM   
ctcharger

 

Posts: 73
Joined: 3/12/2017
From: Akron, OH
Status: offline
I played it for a while sometime back and I just got turned off by orders delay, my guys were constantly getting smoked, just a mess. So I pretty much gave up on it.

Then I played some board games on VASSAL and get back into Cold War gaming and bought a bunch of books on the subject. This gave me a better understanding of what is actually going on and combined with the frustration of manual gaming on VASSAL, I gave Flashpoint a second chance. Now things make a LOT more sense to me. I was playing it like a standard board game which is a big mistake. Yeah sure, my guys have some delay but not much and his guys have delays too so be patient, plan ahead (gasp!), and relax and let the plan work out. I was also giving everyone and their kid brother an order each turn which is not smart. Tweak the plan here and there but don't go crazy dishing out orders. You will just run your guys ragged and get them killed. As for the troops... APCs need to avoid tanks out in the open (duh), use assault movement when on the front, not "hasty" movement (duh) and use your artillery not to kill guys (well not ALL the time) but to mess up their plans. Mines here, smoke there, drop some of the good stuff on HIS HQs, and on that bridge you forgot to blow up... or did I?!?!

My lesson on being patient was watching a guy on youtube play Steel Beasts 4.0. The bridge layer was actually laying a bridge which was pretty cool to watch and he mentioned how "long" it was taking which made me to laugh. It really wasn't that long but when you are sitting there staring at it, it just seems like a long time is all. A delay of 15 minutes in a war zone makes a lot of sense for a game at this scale. It's longer for the Soviets but from what I read, that makes sense. They rather have more guys at the front (I mean many of them weren't even allowed maps!) and their radio nets were much less interactive which has its own advantages I think.

Interface wise, what dream, I was able to jump right in like I had never left. Very well done, let's me focus on playing the game and figuring out my strategy (still needs work!) and I was able to find a PBEM game right away so off we go!! The boardgame Eclipse also has a PC version which AI wise, has its challenges but it teaches you the game fast. Same here, yeah sure, maybe after a while the AI may seem a bit weak but it's great for learning what "doesn't" work and how the game plays. In that regard, it's like training the real guys go through. For me, the AI does just fine against me still so no concerns on my part and many of the scenarios have versions best suited for each side but once you play real people, playing the AI seems kinda lame unless you need the practice, which I do.



I kinda expected to see Southern Storm out by now though... patience... patience....

(in reply to CapnDarwin)
Post #: 62
RE: There and back again... - 2/12/2019 10:42:42 AM   
StuccoFresco

 

Posts: 368
Joined: 9/17/2004
From: Italy
Status: offline
The asymmetric WEGO system is by far the main factor of my decision to buy the game. Never tried a similar system, and it drastically changes how you play a strategic/tactical game.

The AI seems to play realistically, it very seldom gives me the impression of "all-knowing" or "braindead" that often plagues other games.

The Cold War is interesting and an appreciated break from WW2 period, although limiting because it covers only the German front. Overall, however, it's refreshing and allows the player to interact with a more varied array of resources (ATGMs, helicopters, etc) that influence the player's decisions.

The game system is complex, but not counterintuitive. Easy to understand, hard to master. Sometimes i feel frustrated, but it just make me want to play more and get better at it. I have ragequitted a few battles only to re-start the game and play the same turn again trying to understand where and how i ****ed up.

The graphics are clean, the counters are neat and informative. The UI overall can be improved but manages to show you what you need to see and click.

It also seems relatively easy to mod, which is a BIG plus to me. I'll definitely try to create more "factions" and maybe a WW2 and a semi-operational adaptation with increased unit scale.

The dev team seems nice and responsive, which is always a good thing. Also, in the forum there is a sizeable amount of military knowledge, that really really really helps understanding the reasoning behind some of the game choices. Having people who studied the matter, or lived it, really gives a solid backing to some of the elements that may confuse or frustrate the "common" player.


I'm glad i bought it on a big discount, because i feared such a unique game (and the unique WEGO system) would feel too "alien" to me. Now that i'm playing it, i would have gladly spent twice as much. I have recommended the game to a couple friends that like this kind of games, i'm pretty sure they'll like it too.

(in reply to ctcharger)
Post #: 63
RE: The Good in FPC - 2/23/2019 10:34:51 PM   
Stonedog


Posts: 53
Joined: 2/3/2003
Status: offline
Things that stick out in my mind straight off would be.... 1. You did not allow Aircraft to take over and dominate the BF , putting forth a lethal environment that limits air powers (fixed wing mainly)domination of the map, but still allows it to be effectively used, often at a cost to either its effectiveness in kills or its survivabilty . This also allowed for a better implementation of Rotatory flight and demonstrations of how it might have come into play.

The game just feels right, the balance, the look of it, the immersion level you experience playing it. Its fast, and deadly, yet you still are able to implement smaller scale tactics even in a operational level game.The allowance for the end of my units move to impact combat with the ability to dig in, or screen, and so on. Yet inside all this, the game is still approachable and fast to pick up inside a evening session, but takes many such sessions to even begin to get a full grasp of.

Last, and by FAR not least, as others have said in post above mine, your obvious passion for the game itself and the entire teams drive to push it forward over the last several years just STANDS Head and Shoulders above all others in my opinion! Your team and its game should be the very mold that any studio or publisher uses when gauging a potential future investment in any Game and the team pushing the idea. Would surely make our hobby and your profession much better place than one we currently reside in.

Bravo !

Stone Dog

(in reply to CapnDarwin)
Post #: 64
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