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Thread: Command Modern Air Naval Operations

  1. #41

    Default Re: Command Modern Air Naval Operations


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  4. #44

    Default Re: Command Modern Air Naval Operations

    To what extent is land warfare recreated. Do you get to control land units in any scenarios or upcoming addins. This is now on my steam wish list. But will not get until sales most likely.

    Sail your ship as part of a fleet. Devs previously worked on: Darthmod, World of Warplanes, World of Tanks, RaceRoom, IL2-Sturmovik, Metro, STALKER and many other great games..

  5. #45

    Default Re: Command Modern Air Naval Operations

    Hi Destraex / "Naval Action",

    From our Mega-FAQ:

    What is the land warfare model like?

    When discussing land units in Command, it is important to distinguish between assets that directly affect air/naval/strategic operations and those that are more “tactical”, field army-like.

    The former are represented in excellent detail: Fixed and mobile radar sites, electronic warfare units, anti-aircraft units, long-range artillery and missile units, coastal anti-ship guns and missile launchers, even things like ICBM silos and underground command bunkers; everything is included and modelled meticulously and interacts realistically with air and naval forces. (If you want to see just why the S-400 is such a feared SAM system, or why mobile Scud launchers were such a pain to hunt down in Desert Storm, or how satellite surveillance allows you to keep updated target lists of ground forces, CMANO will show you. No ifs and buts.)

    Tactical units like infantry teams, tank platoons etc. are also present and can interact against air and naval forces (engage them and be engaged by them). Where the limitations of CMANO most strongly manifest themselves is when you throw these ground units against each other for a Fulda Gap-like land engagement. For example, the absence of terrain cover at small scale (other than LOS) means that the units will very rapidly run out of ammo, and the lack (currently) of automated resupply means keeping the units properly stocked becomes a manual chore. Warhead-vs-armor penetration & effects is simpler than in the rest of the game (because it gets squeezed at the very lowest end of the modelled range – remember, the upper end is battleship citadels, underground nuclear bunkers etc.). No non-scripted transport & amphib ops – YET (the emphasis is not coincidental). No cost-based pathfinding – again, yet. Units don’t do automatic replenishment shuttle runs back and forth from the line. And so on and so on. There is no single blocking item that outright forbids doing a land-centric battle, but the “Air/Naval” part of the title is there for a reason.


    A complete list of land facilities and units in the database is available here: http://wiki.baloogancampaign.com/ind...lity?DB=DB3000

    As long as you stay within the limitations of the engine, you can do a decent ground battle: Units engage each other reasonably, they are realistically handicapped by terrain slope (e.g. mech units on mountain ranges) and they do plot around non-passable terrain. Unguided weapons use CEP instead of just a PoK so weapon accuracy and target size actually matter, and near-misses or airbursts produce blast and frag (depending on warhead type) damage. Also fire-control of unguided weapons plays a critical role; the very same gun will have radically different accuracy if it’s aimed by a guy with bonoculars, a fire-control radar or laser designator – and problems in director operation (jammed, damaged/destroyed, blocked by weather etc.) also affect things. Aimpoint-type facilities & units means no more of the Harpoon-era “I’ll wipe that tank company with a single LGB” balooney. Plenty of ground-oriented warhead types like cluster munitions, FAEs, long-rod penetrator, HEAT etc. (browse the DB for a complete list). Faithful modelling of nuclear strengths and limitations on units in the field (e.g. if you expect to simply wipe out a massive armor assault with a tac nuke you may be disappointed). Arty units reasonably stand-off if they can, only few units types fire on the move, you can replenish units manually etc. etc. These things may sound bread-and-butter for anyone coming from a Steel Panthers / Armored Brigade / Armored TaskForce background but compared to anything else air/salt-focused out there it’s a quantum leap.


    Baloogan had a few episodes featuring ground ops (most of them unsurprisingly focused on Ukraine) which demonstrated both the strengths and the limitations of ground ops in Command. These give a good sense of what one can do and what should be avoided. Implementation examples are plenty, as quite a few scenarios use ground units in one way or another. Is it SP or AB ? Not yet (then again what else is), but we do want to get closer to that level. One step at a time.
    Last edited by DimitrisWS; February 01, 2016 at 08:10 AM.

  6. #46

    Default Re: Command Modern Air Naval Operations

    When do you think it will be 50% off again on steam? It's currently $120 Australian which is far too much for a game. $60 I would consider high, but would consider it for that price.

    Sail your ship as part of a fleet. Devs previously worked on: Darthmod, World of Warplanes, World of Tanks, RaceRoom, IL2-Sturmovik, Metro, STALKER and many other great games..

  7. #47

    Default Re: Command Modern Air Naval Operations

    We always post about sales on our FB page (https://www.facebook.com/WarfareSims...8196891567350/) and Twitter account (https://twitter.com/warfaresims) so if you follow those you'll be notified.

    FWIW, many of our players think we're actually undercharging for what we offer
    Last edited by DimitrisWS; February 01, 2016 at 10:01 AM.

  8. #48

    Default Re: Command Modern Air Naval Operations

    I doubt very much they are in the majority. I have been hearing the opposite actually.

    Sail your ship as part of a fleet. Devs previously worked on: Darthmod, World of Warplanes, World of Tanks, RaceRoom, IL2-Sturmovik, Metro, STALKER and many other great games..

  9. #49

    Default Re: Command Modern Air Naval Operations

    CMANO was repeatedly voted "Wargame of 2013" and has taken the wargaming community by storm: http://www.warfaresims.com/?page_id=1917 . We think we are asking a fair price considering the game's combination of scope, accuracy, detail and ongoing support.

    Our customers are also happy with it: http://www.warfaresims.com/?page_id=2922 , http://store.steampowered.com/app/32...p_reviews_hash

    Feel free to visit our official forums and ask them yourself: http://www.matrixgames.com/forums/tt.asp?forumid=1154

  10. #50

    Default Re: Command Modern Air Naval Operations

    Ask the fanbois?
    I don't want to get into an argument about price.
    Suffice to say it does look good to me. But $120 is out of my gaming budget.
    I will have to wait as I am sure many others did until the last Chrissy steam sale.

    Sail your ship as part of a fleet. Devs previously worked on: Darthmod, World of Warplanes, World of Tanks, RaceRoom, IL2-Sturmovik, Metro, STALKER and many other great games..

  11. #51

    Default Re: Command Modern Air Naval Operations


  12. #52

    Default Re: Command Modern Air Naval Operations

    Yep thx. Already grabbed it.

    Sail your ship as part of a fleet. Devs previously worked on: Darthmod, World of Warplanes, World of Tanks, RaceRoom, IL2-Sturmovik, Metro, STALKER and many other great games..

  13. #53

    Default Re: Command Modern Air Naval Operations


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    Last edited by DimitrisWS; March 13, 2016 at 08:20 AM.

  18. #58

    Default Re: Command Modern Air Naval Operations


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