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| Story in the History of CC & Atomic Games | |
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| Tweet Topic Started: Feb 23 2018, 02:00 AM (4 Views) | |
| victorgrant | Feb 23 2018, 02:00 AM Post #1 |
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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 Internet Marketing examples Edited by victorgrant, Feb 23 2018, 02:00 AM.
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9:32 AM Jul 11