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Shoring up There is still two or three things to be fixed. One deal with the relative stiffness of the ordering system that prevent the player from sequencing two different orders. The only setting that is actually allowed is to define the stance a unit will adopt at the end of its movement (e.g. "moving hasty" to that point then "hold"). Since the player can set up to three waypoints along the way, he would appreciate to ask his men to advance more carefully on the riskiest part of the trip. And what about a lower stance than "screen", like "elude", to give a unit the ability to slown down the enemy without getting it in the neck. Enhancements of those types will be coming soon with the new engine version (2.1) to be released the same day, in 2015, as the first FCRS expansion, called Southern Storm. That scenario pack will bring the battlefied to the south half of West Germany, where Canadians, Frenchies, Czech and Eastern Germans will join the party. The developpers are also evoking a "simple graphical planning overlay that will allow scenario designers and possibly players to nudge the AI in desired direction". Whatever that may exactly mean, I feel a happy time in store! Behond doubt, Flashpoint Campaigns are gently moving in the right direction. It infuses the hope of a future campaign taking place a bit before or after Cold War's peak. Unfortunately, at the speed On Target Simulations is running, WWII's addicts will have to overuse their brakes before they see the FC engine animate Panzers or Shermans. Be patient but don't lose hope! [Note : this text is my translation of a part of a French video game review published here : http://www.histogames.com/HTML/test/flashpoint-campaigns-red-storm-player-s-edition.php]
2015년 3월 20일
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커뮤니티 가이드라인을 위반한 콘텐츠입니다.2015년 3월 17일
6
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More comfort, more efficiency If the new FCRS maps are not perfect — terrain elevation still lacks some visibility —, they are fully fonctional and a lot more aesthetic than the old ones. Anyway, in cases of doubt, the player can display the terrain levels (Ctrl-E). As in the past, before going into a fight, it’s worth setting on the fog of war option and the limited staff rule, for more realism. The limited staff rule will lower the number of orders available each turn, depending on the organisational efficiency of each army. Once the battle had begun, you’ll quickly find your bearings. The first thing to do, at the very start of a game, being to switch some units to ensure that everyone will stay in range of its HQ. The player has also to give the right orders to support units, like making air defense units (AD) to watch the sky ("hold" order) and helos to stay away from lethal hazard ("screen" order). The AI has been very strong since the very beginning, although there was some margin left for improvement. The AI now can handle wisely the conduct of your artilery fire without slippering-up from time to time, like this M109 battery that was insisting to sprinkle friendly troups. So you can peacily delegate all artillery missions to the Fire Support Coordination Center (FSCC), notably because it’s the only one who can fire on "empty" hexes that produce intense thermal signature (enemy tubes) or radio traffic (enemy HQ). Within the field of aviation, helos have a better knowledge of attack-and-scout tactics. Some players have developped a specific doctrine of use : first destroy the enemy ADs, then make the helos follow a triangle path leading to their starting point, near their HQ, where they can replenish with fuel and ammunition. The developers argue that the Player's Edition AI is best at scooting, managing standoff range and resupplying units. The players won’t see tanks avoiding contact with troop carriers anymore. We nevertheless have all grounds for taking it at face value. Personally, after some solo games, I noticed only one minor clumsiness made by AI : it tends to let my HQs hide in nearby woods or villages without trying to wipe them off from the map.
2015년 3월 14일
6
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