Combat Mission (video Game Series) - Common Technical Details

Common Technical Details

Turn-based/simultaneous execution

All three games share the same concept; turns are divided into a planning and an executing phase. While the planning phase can, in single player mode, last as long as the player needs to give orders to all their units, the executing phase always lasts 60 seconds of real-time. Both sides, either computer or another human, enter their orders before the execution phase takes place. This is known as the Wego system. During the execution phase, units carry out their orders, but the player cannot influence the result and is limited to watch, replay and move the camera. All games offer to play individual battles (ranging from 15 to 60 turns, or 120 turns in Barbarossa to Berlin and Afrika Korps) or campaigns, linking a series of battles. See Scenarios below for more information.

Editor

The games offer an editor to create maps and battles. The editor is a simple, top-down, tile-based affair that allows mappers to place any of the game's terrain tiles anywhere on a square grid representing the map and change the elevation of each tile individually. Buildings, roads, forests, fields, rocks, and water can be placed, in addition to the forces that will be disposed to each side, if the map is designed as a scenario with fixed forces. Also, in creating custom scenarios, players can write their own text introductions to the scenario; one text file for both sides, and two other side-specific text files that set up the battle and the order of battle for each side. Players can also write their own victory/loss texts.

The series also offers a "quick battle" option. Player(s) can only edit some general parameters (mission type, year, region) and then the computer creates a random map. Units can be selected by the computer or can be bought using points. Each unit has a value in points depending on type, for example a tank costs more than a squad of riflemen. Optionally, for added realism, when buying units the rarity of the unit can be taken into account. This keeps the battles true to the time period, as players trying to use rarer units are penalized. Additionally, scenario designers often carefully research a battle to create accurate historical battles.

Multiplayer

All games offer to play as a single player versus a customizable AI, or to play against a human opponent by hot-seat, email or TCP/IP.

Scale

Game is at the squad/team level with individual vehicles and guns represented. Depending on the scenario, the players can command forces ranging from a platoon up to a reinforced battalion. Ideally, the game operates at the company level with the player taking on the role of a company commander. Given the large size of the maps in Baqrbarossa to Berlin and Afrika Korps, with enough computer processing power a player could deploy a brigade/regiment on a single map.

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