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Missing Sounds in Panzer Campaigns
11-21-2010, 04:03 PM,
#15
RE: Missing Sounds in Panzer Campaigns
(11-21-2010, 08:45 AM)trauth116 Wrote:
Quote:The other thing that should be pointed out about Combat Mission is that it should be compared to Squad Battles and not Panzer Campaigns.

Which was exactly my point in explaining that the scale of units in both games is not at all comparable, and that it is not unreasonable to switch the sound off, as the load times extend the turns, especially so in the longer scenarios within the series , and therefore if people want a faster playing turn, eliminating the sound load times is one thing that a lot of players do to eliminate this.

I think the airborne sounds in Normandy are great, however if one plays the game enough one may not want to wait on all of the sounds loading in order to get the turn over and off to (in a lot of cases) their PBEM opponent.


Incidentally 'wego' used to be called plotted movement in the old board game days...


Back in the seventies it was called simove (for simultaneous movement), and SPI used to hand out packs of gridded paper with alternating green and white bands for writing in your turns. The first simove game I can think of was one of the experimental rules options to Avalon Hill's 1914. The designer ended up at SPI, and it was used primarily for their tactical games -- essentially Panzer Blitz on realism steroids.
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Messages In This Thread
Missing Sounds in Panzer Campaigns - by Philippe - 11-19-2010, 03:18 AM
RE: Missing Sounds in Panzer Campaigns - by -72- - 11-20-2010, 10:18 AM
RE: Missing Sounds in Panzer Campaigns - by -72- - 11-20-2010, 10:48 AM
RE: Missing Sounds in Panzer Campaigns - by -72- - 11-20-2010, 04:09 PM
RE: Missing Sounds in Panzer Campaigns - by -72- - 11-21-2010, 08:45 AM
RE: Missing Sounds in Panzer Campaigns - by Philippe - 11-21-2010, 04:03 PM

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