Un mes, un año, mañana??

No me importaría empezar a jugarlo estas navidades.

Moderador: Moderadores Wargames
nomada_squadman45 escribió:Naaa en el lenguaje de Matrix es un "ratico" solo hace falta mirar el "heroes of Stalingrad" que esta cerquita cerquita como el World in Flames .... cuanto echo de menos un emoticono troll
Our problem with the unit images remains with regards to IP/copyright issues. However, there have been two developments since then that have changed the situation:nomada_squadman45 escribió: A little question, about game Dimitris, i ask some time ago about add some kind of art for units info (photo, scheme etc etc) and reply was negative... now with publisher for game you plan work on this even if is added later after game release in a patch??? thanks.
Our current OODA implementation is on per-unit reaction times. Typically this applies for the fastest-reacting main defensive weapon on a platform (e.g the SAM system on a ship). The value is unique per platform variant, so an early version of ship may have a large OODA value while a later modernized version will have a much smaller value (a good example is the modernised Kortenaer-class frigates of the Hellenic Navy, with their brand-new integrated combat system).Blas de Lezo escribió: I would like yo to explain more about a feature in your proyect (almost reallity now) that is fascinating me: the implementation of OODA loops and the AI being slower reaction-wise as long as its sensors and comunication are degraded...
You are essentially describing friendly-side fog-of-war and friction. We have not yet implemented this in Command; communications between friendly forces are always assumed to be reliable and instantaneous (although with the OODA delay factor, instant information sharing does not equal instant reaction!). Communications can only be disrupted between a platform and any guided weapons that it is providing guidance for, for example if you destroy an aircraft which is guiding a datalinked stand-off missile then the missile will have to find another unit to guide it or go autonomous (or self-destruct, depending on its guidance mode).If I haven´t get it all wrong, this means thant neither the AI or the human player will continue to be like an all powefull god, always knowing whats going on and having the full picture of the situation, doesn´t it?... what I mean is that in previous games, degrading comunications or even destroying C3I facilities wasn´t really worth it, the player continued to have a complete picture available, he still was "seeing" everithing his units was reporting and he was able to give new orders to those units... but somehow this won´t e the case in Command, am I right?
Great!...Dimitris escribió: You can, however, model the degradation of a multi-layered IADS by implementing multiple sides for the system and have the subordinate units lose communication to each other when the main comm nodes, belonging to a separate side, get destroyed. This is effectively the "Desert Storm IADS story". You will probably see an example of this on a scenario that is currently under construction and looks likely to be included on the v1 release.
It has been discussed. The main problem is that the more real-life factors you insert into the gameplay the harder you make it for players to execute their plans. For example we are still being criticized for enforcing more realistic ready-times on aircraft in the DB2000 database for H2/3 ("It takes forever to ready my strike! Aircraft are near-useless in this game/database!"). So every time such a design decision is being considered you have to take into account both the experts (who will appreciate it) and everyone else (who will get frustrated and maybe it will prevent them from playing the game at all). So a balance has to be made.Blas de Lezo escribió: I guest the friendly FOW is in the to-do-list (at least in the wishfull-thinking-list!)... I know facing traditional or enemy FOW is hard but facing a situation with friendly FOW is what makes you "un omvre"
The information-sharing benefits of modern datalinks are partially modeled through the OODA factor (better/faster "big picture" -> faster reaction). To model the information-security benefits, you have to properly model COMINT. To properly model COMINT, you have to first realistically model the flow of information to and from each and every unit under your command, for each and every time you give them an order or query them about any of their information, and each and every time they provide you an initial contact report or an update on a contact (since COMINT detections work similar to ESM detections, you have to run detection checks for every single message being thrown around). To do the actual detection checks, you have to determine the actual comm nodes transmitting on each message - so you have to trace a message's path from the sender to the receiver and run detection checks against every single node on the chain. To do that right, you have to accept a hefty simulation performance penalty, a complex (to build and then to maintain/debug) code structure, and yet another layer of complexity for the player to manage (and the dev team to debug).So, with instant comunication between friendly units I guest modern navies/ air forces won´t get any bonus by using secure datalinks as the Link-11 or Link 16, will they?