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Story in the History of CC & Atomic Games
Topic Started: Feb 23 2018, 02:00 AM (4 Views)
victorgrant

Way back when after CC3 around the time of CC4 release, I had opportunity to meet some of the Atomic Games development crew including Keith Zabalouie.
They were making a change which is familiar in the subsequent releases, but it is my opinion at least, led to the downfall of Atomic/Microsoft collaboration to that point, and hurt the games overall flexible replay ability. That flaw was the removal of the by-unit Requisition Screen, replacing it with a forced compliance of unit battle order based on "historical accuracy" at a company level. This decision stemmed from an article critiquing the game by some rube at a gaming magazine (rag) who called the Requisition Screen "the single most confusing screen in gaming history". If they found that confusing, I'd suggest they never try driving a car, shopping online or looking thru large forums like this as their head might explode, that moron writer had an enormous and adverse impact on this game series.
Thing is, I know myself and others I knew that played, liked to create scenarios that weren't necessarily historically accurate, but in the realm of what if and see how things unfolded. The original CC2 & CC3 allowed that, afterward it didn't, and by CC5 Atomic folded the flag and left the field.
I think having the strategic game, and the availability of historically accurate order of battle is great - but the game value increases several fold by retaining flexibility to create widely varied scenarios.
What happens when a single 88m & a machine gun crew face the Red Tide? Can't do it with the latter versions, and that was a mistake.
Any help appreciated.
Thanks!

I didn't find the right solution from the Internet.

reference:
www.matrixgam.com/forums/4564
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Edited by victorgrant, Feb 23 2018, 02:00 AM.
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