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- Frequently Asked Questions for
-
- ********************************
- * C L O S E C O M B A T *
- ********************************
-
- by Atomic Games and Microsoft.
-
- Version 1.0
- June 30, 1996
-
-
- 1 Game Philosophy (why we don't make you micromanage)
- 2 Why there is no editor, DYO
- 3 Game Scale
- 4 Monitor Information
- 5 The Orders
- 6 Keyboard shortcuts
- 7 LOS line
- 8 How/why the game ends
- 9 Why there's no pause
- 10 Second stories and Elevations
- 11 Command Radius/Troops not obeying
- 12 Heroes, Bravery, and Cowardice
- 13 Effectiveness of MGs
- 14 Soldier Deployment
- 15 Soldier Visibility
- 16 Bazookas and Schrecks vs Infantry
- 17 AI Cheating
- 18 Enemy Knowledge
- 19 Moving a Vehicle in Reverse
- 20 Mortar Indirect Fire
- 21 What's different in the retail version
-
-
-
- 1 Game Philosophy (why we don't make you micromanage)
- _______________________________________________________
-
- We wanted this game to be more of a simulation than a board game. As such, we
- did not want to burden the player with having to command each and every soldier
- and tell that soldier what ammo to use, what to shoot at, and where to take
- cover. Playing the game that way would take hours and completely ruin the
- experience of the game. While that may be exactly what some players want in a
- game, it is not the game that we wanted to create.
-
-
- 2 Why there is no editor, DYO
- _______________________________
-
- A map editor would be impracticle. We have to preprocess the map for LOS and
- even running on a 9500, this takes special code and 40 or more minutes.
- And then
- we have to see how the map data turned out and tweak it for the correct
- behavior.
-
- DYO is a definite possibility for CC2. Being able to select teams to put
- in play,
- victory locations and values, setup areas, etc is certainly do-able and
- adds a lot
- to the life of the game (posting your favorite battles). We could not do it
- easily in CC due to precalculated setup locations. If we can make the setup
- locations dynamic in CC2, we can handle DYO.
-
-
- 3 Game Scale
- ______________
-
- Scale is dependant on screen resolution, thus, it is about 15 meters per
- inch at
- 800 x 600 assuming 13 horizontal inches of viewing area. The official scale is
- 8 meters per 40 pixels.
-
- Soldiers are represented at 2x scale and vehicles are at 1.5x scale so that
- these are more visible.
-
-
-
- 4 Monitor Information
- _______________________
-
- Team Monitor:
- Scroll list on the far left bottom. Sorted by the team type with the
- exception that the Company/Platoon Commander Teams are always at
- the top.
- Left side: Contains Team Icon (pict of soldiers/vehicle), and Team
- Quality (a set of bars ranging from none (Conscript) to 4 (Elite).
- Top Center: Contains the Team Type Name (general description).
- Background color represents the team's cohesion, or ability to
- fight. As
- the color drops from Green to Red or Black, it represents that the
- team is
- taking losses.
- Bottom Center: Contains the Team's Strategic Order. If this order is
- Green, it is an order you gave. If it is white, the team is doing it's
- own thing. If it is Red, the team is disobeying you.
- Right side: Enemy Threat Compass. It represents the direction that
- team sees the enemy. If the center dot is red, then that team is alse
- being shot at.
-
- Soldier Monitor:
- Top Left: Same as the Team Monitor Left Side.
- Top Center: Team Name (more detailed than the Team Type Name) and the
- Team Orders. Both of these are similar to the Top Center and Bottom
- Center of the Team Monitor respectively.
- Top Far Right: Smoke Availability. If not crossed out, this team can
- place smoke.
- Top Right: Firepower Graphs. These are graphed at 10s of meters at
- the number listed, thus the column with an 8 represents firepower at 80
- meters. Green, good firepower, grey line, no firepower. This
- color will
- also show up on the Fire Line as you drag it across the screen.
-
- Vehicle Info:
- For vehicles, a status panel showing the vehicle condition is displayed.
- Green indicates functioning; Red, destroyed; and blank, that vehicle
- does not have that weapon or is immoble.
-
- Soldier List:
- This has the soldier name, action, status and weapon info. Most
- of this is pretty obvious, the key here is to see if the soldier action
- is Green, Red, or White (see Team Strategic Order above).
-
- Ammo Type consists of the following:
- AP - Armor Piercing, includes all solid shots such as bullets.
- HE - High Explosive
- HT - High Explosive Anti-Tank (HEAT)
- SM - Smoke
- SP - Special. This can be anything from Canister (check the M5
- at close range) to HVAP used in the M4A3 76.
-
- Ammo Count is the number of rounds available of that ammo for that
- weapon. Note that the rounds are still divided into clips or belts
- internally, and that the time to reload a clip or belt is taken into
- account. Watch a soldier with a Garand fire and you will see him fire
- off 8 rounds, then sit a reload for a while.
-
- Physical State: Dead and Incap means this soldier will no longer obey
- orders and will just lay there. Hurt means the soldier was hit but
- can keep on going.
-
- Mental State: The soldier can go Berserk, Fanatic, Heroic, Panicked
- or Routed. This is adjusted as stress builds in relation to the
- soldier's morale and experience.
-
- Fatigue: As fatigue increases, the soldier can become winded or later,
- fatigued. The soldiers desire to follow orders drops with the
- increase in fatigue, as does the speed at which he moves.
-
- Message Monitor:
- You can click on a message and it will center on the team that issued the
- message. You can also restrict which priority of message will appear
- by deselecting the color associated with that message priority.
-
-
-
- 5 The Orders
- ______________
-
- You can issue up to 6 orders: Move, Move Fast, Fire, Smoke, Defend, and Hide.
- Teams that cannot perform the order (e.g. has no smoke grenades) has that
- affected order dimmed.
-
- Move tells the team to move to that location taking the safest route. The team
- will scatter to cover if fired at and will use overwatch.
-
- Move Fast has the team take as fast a route as possible and to do so running.
- This will tire out a team quickly (Fatigue in the Soldier Monitor) as well as
- make them vulnerable to enemy fire.
-
- Fire (See LOS Line below)
-
- Smoke is the same as Fire, but you are placing a Smoke grenade or shell
- that will
- produce hindrance causing smoke that will decay in a minute or two.
-
- Defend order tells the team to seek cover from enemy fire based on the angle of
- the defend arc you select. Selecting a narrow arc ensures that all the soldiers
- will take the best cover vs enemy fire from that direction but be vulnerable to
- fire from other directions. A wider arc will lessen the amount of cover that a
- team can get vs any one direction. Think of it as hiding behind a tree, and
- which side of the tree do you want the soldier to be behind. This is the
- default
- order for the Americans and Germans, only the Germans interpret Defend as an
- Ambush command in that they will not fire unless they see an exposed target,
- are being fired at, or the enemy is very close.
-
- Hide command will keep your guys from firing unless the enemy is within 30
- meters. It works best if your team has not been seen.
-
-
-
- 6 Keyboard shortcuts
- ______________________
-
- The keys z, x, c, v, b, and n can be used in conjuction with a selected to team
- to issue Move, Move Fast, Fire, Smoke, Defend, and Hide orders respectively
- without having to click and hold the mouse on the team. This is very useful for
- placing mortar fire. Select the area on the overview where you want to fire,
- select a mortar team in the Team Monitor, hit c, then click on the map where to
- bring in the fire. No scrolling required.
-
-
-
- 7 LOS line
- ____________
-
- The LOS line drawn when issuing a Fire order represents whether or not the team
- has LOS to the target, and the firepower the team can put on that target.
-
- If the LOS line is Red, you have Line of Sight to the target, if it turns Dark
- Red, you can still shoot there, but you cannot see that location due to visual
- hindrances along the Line of Sight. If it turns Black, then you cannot shoot
- there, nor see there.
-
- Note that LOS is traced from each soldier in a team to each soldier in the
- enemy
- team you have the fire line cursor over. Thus if one soldier in the
- looking team
- is standing, he can shoot over the wall while the rest of his prone team members
- cannot. This can also cause a successfully placed fire marker to not
- cause anyone
- to fire as everyone that can fire is no longer in LOS. Click and drag on the
- fire marker to recheck your team's LOS.
-
- If you are not pointed over an enemy team, but over open ground, LOS is
- traced to
- the highest terrain object within the vicinity. Thus, you can trace over a wall
- to a building, but cannot trace over a wall to open ground.
-
- The color of the dot at the end of the fire line represents the amount of
- firepower this team can deliver at that range. If the fire cursor is over open
- ground or an enemy soldier, it uses the Vs Infantry rating. If it is over a
- vehicle, it will use the Vs Armor rating to determine what color to display.
-
-
- 8 How/why the game ends
- _________________________
-
- The game ends when an internal timer set for between 30 and 120 seconds
- goes off.
- This timer is started when either both side's Force Morale is in the
- Yellow, or one side's Force Morale is in the Red. Once started, the Force
- Morale bars begin to flash. This represents that one or both sides will to
- fight has been lost and the troops will start to pull back. In the case of one
- side going into the Red, that side will then start to rout.
-
- The winner is determined as follows:
-
- If one side's Force Morale is Red, the other side won, regardless of
- score. This represents routing the enemy from field of battle. If the
- other side is still in the Green, it will be a Major Victory or better,
- else it will be a Minor Victory or better for the other side.
- If both side's Force Morale is Yellow or both are Red, then points are
- used to determine the victor. Victory location points vary from location to
- location. The bigger the font used in the victory location name, the more it
- is worth.
-
- This method allows a player to develop a strategy of either defending
- / taking victory locations or killing the enemy. We do not force you to
- do both.
-
- There is also a game end due to inaction. If no shot has been fired or no order
- issued by the player for the past 2 minutes of game time, the battle will be
- declared ended due to inaction. If you are playing as the Germans and are
- attempting to set up an ambush in the rear, and the Americans are advancing very
- slowly, you can just re-issue a Defend or Hide order every minute to keep the
- game from ending. But believe me, in the campaign game, you want the game
- to end
- as soon as possible if playing the Germans.
-
-
-
- 9 Why there's no pause
- ____________________
-
- Pausing the game and issuing orders would ruin it. We actually did
- useability tests on live subjects, with a pause feature in the game. We
- saw the players issue a lot of orders, let the game run for maybe 10
- seconds, pause, issue more orders, etc. This destroyed the whole feel of
- the game. Its also totally unworkable for 2-player network games. If you
- feel the game is moving too quickly, try slowing it down from the options
- menu.
-
-
-
- 10 Second stories and Elevations
- _________________________________
-
- Elevations / Hills were things we would have liked to put in the game but the
- extra graphics needed to represent them were not possible for us to put in.
- They will be in for CC2. Multi-story buildings will possibly never be put in
- due to the problems with the interface (Move Upstairs, Move Downstairs) and
- viewing multiple levels (View First Floor, View Basement, View Roof, etc)
- causes.
- Also, imagine trying to tell where enemy fire came from, directing fire vs
- different levels, determining which buildings have how many levels, etc.
-
-
- 11 Command Radius/Troops not obeying
- _____________________________________
-
- There is no command radius but the distance from a leader will affect how well
- the team obeys its orders. Given everything else is the same, a poor quality
- team moving with your company commander's team is more likely to carry out it's
- order than it would if the only leader was on the other side of the map.
-
- If that team you ordered to move got shot at, its possible that they decided
- against moving. Or they started to move, got shot at, and decided to run back
- to cover. A lot depends on their experience level and their surrounding
- terrain.
- In either case, the team will constantly re-evaluate their ability to make that
- move. If they decide its safe, or they decide to obey the order, they'll try
- again.
-
-
-
- 12 Heroes, Bravery, and Cowardice
- __________________________________
-
- Heroic soldiers don't become Audie Murphy, and they are likely to "recover"
- from it. Unlike ASL, when a soldier goes heroic, he does not gain special
- abilities. He's just more likely to stay functional in the heat of battle.
-
- Bravery points are awarded for when a soldier goes heroic, fanatic, or
- berserk. The soldier also gets bravery points for taking a victory
- location.
-
- Cowardice points are awarded when a soldier routs or becomes panicked.
-
- Leaders get bravery and cowardice points for winning or losing the battle
- (the bigger the win/loss, the more the points) as they are responsible for
- the outcome. Note that you are represented on the battlefield as the 2nd
- Lt. that commands the first team listed in the Team Monitor. In the
- campaign game, you get to name that soldier.
-
-
-
- 13 Effectiveness of MGs
- ________________________
-
- An M4 cannot be killed by an MG but can be killed by the Panzerfaust
- that the loader in the MG team carries. Rule #1 of survival with American
- armor: Never move closer than 60 meters to a potential german location.
- Even 120 meters is too close if there is a Panzerscreck team near.
-
- As for the MG killing halftracks, this is why the M3 HT series was
- known as "Purple Heart Boxes". With only 6mm at a 20o slope of frontal
- chasis armor (10mm effective) and 12mm at 20o slope frontal upper
- structure (17mm effective), the German MG42 could easily penetrate it at
- close range (less than 200m or so). While the MG won't necessarily
- destroy the M3 HT at this range, it can injure or kill the occupants
- resulting in a soft kill.
-
- Also watch out for the MG42 when you are in a wooden building at very
- close range (50 meters or so). That gun (as well as the US 50cal) can rip
- right through the walls making it much safer to be outside the building in
- some nice big shellhole or foxhole.
-
- One of the strategies a tester came up with is to deploy a couple of MG42
- teams in the interior of a large stone building so they could not be shot
- at by the Americans until they entered the building, at which time the
- MG42s opened up, shredding the interior wooden walls between them and the
- Americans as well as the Americans themselves.
-
-
-
- 14 Soldier Deployment
- ______________________
-
- The amount the team bunches up depends on their experience and the amount of
- cover in the area they are trying to deploy in. Inexperienced teams will tend
- to bunch up more and even experienced teams will bunch up if the cover within
- their "deploy zone" is limited to a small location. The deploy zone consists
- of a rectangle about 8 meters wide and 24 meters long, perpendicular to the axis
- of advance.
-
-
-
- 15 Soldier Visibility
- ______________________
-
- If you are having trouble seeing your soldiers, try using the Team Monitor to
- select the team. Double clicking on a team in the Team Monitor will center the
- map on that team and highlight it.
-
- Enemy soldiers may be hard to see just because they are shadowed. If a team has
- just been spotted but no one got a good look at the team, they will initially
- be displayed as shadows to let you know something is there even if you
- don't know
- what it is. As more information comes available, they will change into visible
- soldiers.
-
-
-
- 16 Bazookas and Schrecks vs Infantry
- _____________________________________
-
- Bazookas and Panzerschrecks were used quite often vs infantry in buildings /
- behind walls. The Germans even referred to the Bazooka as a shoulder 75. The
- game will limit usage of these weapons in this fashion if there are tank assets
- that have yet to be dealt with.
-
-
-
- 17 AI Cheating
- _______________
-
- The AI does not cheat. We put a lot of effort into making sure that the AI is
- playing with the same rules as the player. Move Out does NOT equate to AI
- control. The AI performs many other actions to try to coordinate attacks,
- provide suppression fire, etc. Move Out causes your troops to move forward to
- engage the enemy, and then they will keep on trying to advance.
-
-
-
- 18 Enemy Knowledge
- ___________________
-
- Selecting an Enemy Team will display varios information about that enemy team.
- The amount is dependant on how well spotted the enemy team is. Knowledge
- accumulates about an enemy team as time progresses and the enemy is doing
- things
- in LOS of a friendly team. It is also affected by proximity to the enemy and
- the cover the enemy is in. Thus, a just spotted enemy team in a building will
- only give you what type of team it is and number of soldiers. Only if you get
- close, or spend a long time in LOS of this team will this knowledge increase.
- If this is not the case for you, make sure the enemy intelligence option is off
- in the Custom preferences.
-
-
- 19 Moving a Vehicle in Reverse
- _______________________________
-
- Vehicles will use reverse, but only if they are given a Move command, not
- a Move
- Fast command. The move also has to be of a short range. Using Move Fast will
- cause the tank to get there as fast as possible, not a safe as possible.
-
-
-
- 20 Mortar Indirect Fire
- ________________________
-
- The indirect fire model for mortars was simplified so the player would not have
- to be concerned with spotting rounds, etc. They are handled abstractly. The
- rate of fire of a mortar is about 1 round / 6 seconds, but note that the delay
- could be much greater if the mortar team repositioned themselves due to
- incoming fire, the mortar firer was suppressed by enemy fire, or the mortar
- jammed (fired a dud round).
-
-
-
- 21 What's different in the retail version
- __________________________________________
-
- The sounds file used in the demo is a subset of the sounds in the game. Two
- sounds, the Berserk scream, and the out of armor sounds were left out due to
- their size.
-
- Also, the Save Replay, Campaign Game, and all the other Maneuvers are enabled in
- the retail version as well as the Help system which is really immense.
-