También algunas screenshots:Battlefront escribió: New TO&E
Marines Infantry Battalion
Marines Assault Amphibian Battalion
Marines Tank Battalion
Marines Recon Battalion
Marines Engineer Battalion
Syrian Airborne Battalion
New Weapons
M32 Multiple Grenade Launcher
Shoulder-launched Multipurpose Assault Weapon (SMAW)
M16A4 rifle
M16A4 rifle w/M203 Grenade Launcher
New Vehicles
Marine M1A1 Abrams
Marine M1A1 FEP Abrams
LAV-25
LAV-AT
LAV-C2
LAV-25 A2
LAV-AT A2
LAV-C2 A2
AAV-7A1
AAVC-7A1
MTVR 6x6 Armored Truck
M1046 TOW Humvee
M1114 Humvee w/ Mk19 Grenade Launcher
T-90SA Tank
BMP-3
BRDM-2 (AT-5)
Also included are new scenarios and a campaign. There are also bound to be some surprises, but if I told you what they were right now they wouldn't be surprises
One thing of particular note is the Marines Rifle Squad. This is a VERY different beast from what you're used to. First of all, it's HUGE... 13 men divided up into three fireteams. Second, the extra firepower it has is enormous. The addition of the M32 Multiple Grenade Launcher means that each Squad is toting around what amounts to a mini Mk19 Grenade Launcher. According to the revised actual TO&E there are three of these per Squad (held by the Fireteam Leaders), but we're still trying to get conformation that this is the way they are actually going to go. There was some debate about keeping two of the Fireteam Leaders armed with M16/M203 as is the case now. However, I am pretty sure you'll be seeing three per Squad.





Se ofrece información acerca de como funciona el sistema de módulos:
Y por último .... el precio:Battlefront escribió: As the release of the first ever Combat Mission Module, focusing on Marines, comes closer and close we feel it's time for a more detailed update about it. First, a recap of what a Module is:
A Module is an extension of the basic game system, in this case Combat
Mission: Shock Force (which covers contemporary warfare). Additional units are the primary focus of a Module, however some new game elements may also be introduced. Generalized game environment improvements, such as TacAI changes or tweaking a cover value, will continue to be available as a patch for everybody. It is our goal to make sure that everybody is playing the same basic game regardless of which Module they do, or do not, have. We're not a fan of the traditional approach which is to say "tough luck, you need to buy an upgrade to stay current", which is why we're not doing that
For example, Player 1 may have CM:SF only, Player 2 CM:SF+Marines, Player 3 CM:SF+British, Player 4 CM:SF+Marines+British, etc. All four players can play each others' scenarios/campaigns and play head to head with the same game environment regardless of who has what Module. The restriction is that the stuff being played with must be common to any two given players. In my example here all four players are able to use the US and Syrian units and terrain that are present in CM:SF. Two players can play with Marines as well as the basic game's stuff, and two can play with Brits. But only one player can play with any of the content that the other three have.
The tricky part for us is making sure it is seamless for players. This is something that we designed into the engine and are now simply "hooking up" so that it works. The way it works is you buy a Module and install it. This gives your basic game access to information in the Module. The basic game, however, is the same as everybody else's. Which means that when we patch the basic game you download the same thing everybody else does, not find a specific version that is for people who "own this Module, but not that one". Trust us... we don't want that headache any more than you do!
After a Module is installed an icon shows up in the bottom corner of the main game menu screen. Currently there is one for Shock Force's default subject matter (represented by a Stryker), so next to this
would be an icon for the Marines Module if you just installed it. This tells you that you have access to the basic game and Marines Module stuff each and every time you boot the game.
In the Editor all the content you own is available all the time, but when you add stuff to a scenario from one module that scenario will require anyone playing the scenario have that same module. Meaning, if you add a Marines Rifle Platoon to a scenario, the Marines Module is required to play it. The user interface is set up to make sure scenario designers are well aware of which Modules their work will require so that they don't accidentally require something. If you should happen to download a scenario that requires something you don't have, no big deal. It simply won't be available for you to play.
Well, that's enough background on Modules, now onto details about the Marines!
The question that people want to know first is "when will it be done". As usual, we don't have a solid answer to give. We had hoped to have it released right about now, but work on the underlying engine delayed things more than expected. Testers are playing with the actual Marines Module content already and it won't be too much longer before you will be able to.
Yo creo que me lo voy a pillar tambiénBattlefront escribió:In conclusion... Marines Module is packed with a lot of cool stuff and it will be available to you all soon. By "all" I mean to anybody with a Battlefront, Paradox, and Gamer's Gate version of CM:SF. All purchases will be through our website regardless of which version you might have. The price will be $25.
