R@S,
I've only ever played 7.62 with the "auto-reveal-of-the-last-enemy"
deactivated. For myself, it heightens the tension till the very end, because you can never know if that last enemy is going to deliver another dosage of grief just before the sortie's over.
I'll try build 6 and see if an enemy goes completely missing again. Three times in a row...what are the odds of that happening? I hope that they're VERY low indeed!
Is the fact that DeNiro's missing from my game an indication that something's wrong, or...?
I have to agree with a number of the points that Ninja2dan brought up in regards to squad size. This game is definitely designed with SF tactics in mind, and while it does no harm to set the maximum cap at 11, I'm certainly not ever going to go past 9, as that's a pretty routine size for a SF team.
The scale of the maps are such that there isn't enough room to try tactics that require more room. I used to be pretty active in playing
Combat Mission Shock Force, and to compare the scale of the maps in that game to this one is a perfect illustration of what I mean.
With the release of the
Marines module for
CMSF, a number of mission designers started using the squad size of the Marines to simulate SF squads. If there's one title that has a larger percentage of players who are active/retired military personnel, I can't think of one (and "Yes," that includes the
Operation Flashpoint and
ArmA communities). Like Ninja2dan, they're quick to supply detailed critiques to make the missions more accurate and better, and when it comes to the SF-type missions using the 9 man "Marines" setup, I've yet to read any criticisms of it.
So R@S, I wouldn't pull my hair out trying to figure out a way to get 12 or more units functioning properly in the game. I'd put that at the very VERY bottom of the To Do list.
And in regards to the "blocky" and "chunky" camouflage schemes that have come into prominence on tanks, personnel carriers, and the like... I wouldn't use the word "digital" to describe them. Digital camouflage deliberately evokes the usage of pixels that sort of "fade" one into another at the edges of another color, so that the boundaries between the different colors appear "soft." Very much like how the artist Georges Seurat invented pointillism to create images that appear to have smooth transitions of colors at a distance, but when one gets closer the multitude of dots become more distinct. I wish I could find the vehicle photos that I've stumbled across in the past, but when I say "blocky" I mean
BLOCKY. The schemes look downright silly, but I'm assuming that they have to work on
some level, right?
Time to play v. 6.