Time
Jun 5 2003, 07:32
If you played these two games, you know what I'm talking about. In TAW there is a war campaign in Sudan vs. Eritreia-Etiopia. The war goes real time and different types of missions are created in a mission pool while the war goes on. You can do only the missions which you have clearance to (enough points). In this way not even two mission are completely the same, what I find it much better than playing the same missions all over again. In Close Combat 4 & 5, there is a turn-based interface before you go fight a battle. The CC5 is happening on the Cherobourg pennisula (Omaha beach) which is divided into 40 maps where you can battle with your forces. In this "pre-battle" you move your battalions over this 40 tiles and if the German forces meet you on the same tile as your, you play a realtime battle then.
What I would like to see in OFP2 is this. We are the Russians and we must occupy Everon for example. The (AI) general has limited forces and resources. Based on them, he decides, how to attack the island and to deploy his forces. And the war goes off. There would be a screen (like in TAW) of the whole island with all the forces running around and fighting all on symbolic level (win would be calculated on statistic info of factors which affect the units that are fighting). Depending on the current situation would the AI general make his decisions and give orders to the officers he commands, and these would deploy their squads as they know the best to fill out the orders they were given. And now the war would begin for the player, all what I've said till now wouldn't be viewed by player (he's a grunt, not the general).
And now, a more vivid example of how would this work. The AI general has a company surrounded in a valley and he tells the nearest commander to do a relief attempt. The commander organises a group of two tank platoons and three mechanised infantry platoons to do the job. You're in a mechanised inf. unit which is ordered to cover the right flank. And then finally th game begins in 3-dimensional mode and the symbolic pauses. After the battle ends, you go to the symbolic mode. The rest of the world was paused until now. The battle you fought is makes changes to the symbolic map, the game then runs only the time you were fighting, and then again all the map is run simultaneously.
What I would like to see in OFP2 is this. We are the Russians and we must occupy Everon for example. The (AI) general has limited forces and resources. Based on them, he decides, how to attack the island and to deploy his forces. And the war goes off. There would be a screen (like in TAW) of the whole island with all the forces running around and fighting all on symbolic level (win would be calculated on statistic info of factors which affect the units that are fighting). Depending on the current situation would the AI general make his decisions and give orders to the officers he commands, and these would deploy their squads as they know the best to fill out the orders they were given. And now the war would begin for the player, all what I've said till now wouldn't be viewed by player (he's a grunt, not the general).
And now, a more vivid example of how would this work. The AI general has a company surrounded in a valley and he tells the nearest commander to do a relief attempt. The commander organises a group of two tank platoons and three mechanised infantry platoons to do the job. You're in a mechanised inf. unit which is ordered to cover the right flank. And then finally th game begins in 3-dimensional mode and the symbolic pauses. After the battle ends, you go to the symbolic mode. The rest of the world was paused until now. The battle you fought is makes changes to the symbolic map, the game then runs only the time you were fighting, and then again all the map is run simultaneously.