Jump to content

traemyn

Members
  • Posts

    57
  • Joined

  • Last visited

Posts posted by traemyn

  1. Originally posted by iplaygames2:

    That's one way to do it, but I'd prefer to see the game promote TS or some of the other voice communication software out there. Perhaps go as far as putting a link to it on their CD/download files.

    I have only used TS on RPGs, but the value of it would be immense in an RTS game like ToW.

    I dont see a reason why you coulnd't use TS and a 'tactics screen' together? Seems like ToW will probably NOT have a built-in VoIP system so an easy way for strangers to discuss tactics would help greatly. A program like TS would make the tactics screen that much easier for the people that have it, thus making everyone under the sun happy.
  2. yea I like your idea.

    Another way to do it would be to let the user hit a key and make the mini-map the size of the whole screen. This would be the 'tactics' screen and would allow you and your allies to draw, place markers etc and could be used in-battle at any time.

  3. Originally posted by THE Sabot:

    ****If the MP is played COMPETITIVELY...between strangers or not, and the main goal is to WIN for a WIN, then pause has to be ommitted in order to keep a level playing field.

    LJ

    I disagree with your first point. There are many easy ways to balance the use of pause if it is included so that 'fairness' in competitive MP exists. Ex. A certain pool of time each play has for pausing. A certain number of times with the pause coupled with the time pool.

    It doesn't matter what game mechanics are present for a game to be competitive, as long as things are balanced, competition gameplay can exist.

  4. Aye,

    I think its about that time to get a list of ppl that are interested in playing some ToW multiplayer. Would be nice to eventually have a fansite catered to MP but that will come in time probably (unless ToW MP sucks!)<--HERESY!!@@

    Post your email in this thread. Msn Messenger email preferably.

  5. Officers contains no MP on release (comes with future addon supposedly).

    Officers campaign was cut VERY short for release. I believe it now only includes an allied side.

    gameplay differences not sure, mostly b/c the Officers ppl have not released very much concrete info about the final product. It doesnt look like a good future for Officers :(

  6. well I have to clarify a little bit. Whenever I speak with admiration for SHOWW2 (and hopefully FoW) I am only talking about multiplayer. Single player is ok but its not where the game is great. There are a number of MP mods for SHOWW2 that VERY MUCH up the realism of every tank and gun. Also they add TONS of new models and units.

    A typical (and most played) type of multiplayer is BattleZone, where you capture a zone and have to hold it for points. With common 'buy points' settings there will probably be 3-4 tanks per player and 20-30 infantry (EDIT: per player)at any given time. Max players is something like 16.

    Now about the "HP-armor" in Faces of War. Yes this is not good. We are already looking how to remove it though and believe the "Soldiers" system is still there.

    Here is a summary of the penetration/armor system from a FoW dev.

    Simplified description of game armor system.

    0. AP shell is fired out of gun.

    1. AP shell hits something. Let it be tank armor. Shell has passed some distance D from gun to this point. Tank armor has some thickness T. Angle between shell path and armor plate surface is equal to A.

    Armor thickness to be penetrated is T' = T / cos A. In game T' can't be greater than 2T.

    1.1 Shell piercing energy E is computed as shell.projectiveDamage * gun.ballisticCurve(D, gun.aimRange). Ballistic curve is used to simulate fading of piercing ability with distance.

    1.2 Now we compare T' with shell piercing energy E. If E is bigger that T' then this armor is pierced.

    1.3 If E is big enough to do any damage to armor, then armor damage zone will be created. And armor thickness in that zone will become lower according to E. Size of zone depends on gun caliber.

    2. Results of hit can be:

    - pierce (shell will go further and it's energy will be decreased according to T')

    - stuck (shell flight stops here)

    - ricochet (chances for ricochet is calculated on basis of material and angle A)

    Like I said above, take into account the HP-system (1.3 part) of it can 'probably' be removed. By probably I mean that the tests I have completed so far look very promising, so don't claim it is HARDCODED unless you have a dev quote.

    FoW's system seems pretty good to me, a lot more complex than many other games of this genre(not counting CM, and the likes of course). Btw thanks for not jumping down our throats, I did not mean to be as rude as the guy that said you were 'wasting your time'. I just meant you could have more fun working a game with more potential.

    [ September 04, 2006, 09:19 PM: Message edited by: traemyn ]

  7. @THE Sabot

    just out of curiosity, have you ever played Soldiers:Heroes of WW2. And if so why do you feel that Codename Panzers is better?

    I ask because you seem to put so much effort into trying to make Codename panzers so much better when imo SHOWW2 engine/gameplay/realism far surpass anything anyone could accomplish modding in a Codename Panzers game. The most obvious advantage being the lack of the "HP-gameplay".

    You should think about 'converting' over to Soldiers or Faces of War, a modding vet like yourself would be very appreciated in the community. And you speak good english!!! :D

  8. "Will it be possible to asign troops to other players? "

    He means will it be possible to give another person on your team control of one of your units.

    what a funny question. shouldnt the question rather be "why did you mess with the RL data in the first place?"
    Its always better to be able to mess with them, why? Because then you don't have to wait for a fix from the company before you change something that you want changed. Mod support is always the better option.
  9. SP:

    ok well I admit I was wrong about the speed thing for singleplayer, because of the ability to pause.

    And I do understand the difference between Starcraft gameplay and Ground Control. You still cannot convince me though that there is NO ADVANTAGE to having a certain amount of SPEED to your micro'ing, tactical placement, unit buying, etc in Ground Control. Speed is still required for these things to be very good at the game (or at least better than the average person).

    MP:

    Now what I really want answered is if multiplayer in ToW includes the pause function. If it doesn't, I believe my observations and opinions about speed (for MP) stand. Im really just arguing against someone assuming that they will be on even grounds with a person in MP (if no pause) if they both have equal tactical skills but one is slower at things.

    I have played too many games and know that speed is always important in real-time. I know its a world of difference between games that reward speed and games like this. But speed is still a variable in the equation and nothing I have seen so far shows me otherwise, unless they make it turn-based.

  10. Sorry, but this is a completely wrong opinion. The game speed is quite similar to Close Combat serious. PLUS! You can pause at any time, give out orders and then unpause.
    Well that is the impression the video you released gave. The player in the vid is constantly roaming back and forth and the map, giving units new orders, checking this and that, checking units damage, checking their morale, etc. That doesn't take speed? If I do it faster than someone else that doesn't give me an advantage (in MP, or 'score-wise' in SP)

    EDIT:I guess the pause thing does alleviate really any needed speed on the part of the player. But you never answered my question in my other MP question thread, is Pause function in MP?

    If I am completely wrong than that video is a poor example of the gameplay. I notice that the speed of the game is NOT like most other RTS's, im just saying that to a certain extent (at least what is presented in the video) speed will play a role. How can you deny this?

    [ August 30, 2006, 07:54 AM: Message edited by: traemyn ]

  11. Just watched the video, im sure someone posted before that this game would not be a click fest. Sure did look hectic to me. I know we can pause and give orders but that just drops the imersion. I really hope this games pace is not frantic as the german mission looked all the time or it will be pretty, but just another RTS!
    well I think you are maybe confusing the statement they made that its not a "click-fest". After watching this video I believe they mean that you can't JUST be a speed-demon-micro'r and expect to win battles with your mouse/twitch speed. You have to know the game very well and use a lot of tactics to be successful. If you have both speed skills AND a great understanding of the game then you probably are better than someone who doesn't have both.

    It doesn't make a lot of sense that speed doesn't equal 'better' in a real-time game to a certain degree. But I suspect there is a ceiling of speed skill that once you hit a certain point you don't continue to benefit much from getting faster b/c the gameplay is only a certain speed (which can be modded probably, if you want it slower). So hopefully this ceiling is low enough to suit everyones gameplay style while still rewarding the micro-masters some for being able to do what they do.

  12. Originally posted by JasonC:

    Tanks don't have "hit points", it does not belong in any realistic sim.

    The round either has the oomph to get through the plate or it does not. Subsequent hits are extremely unlikely to hit the exact same point, and failures do little to a solid armor plate anyway.

    The only cumulative damage is less than lethal hits can and do add up. Some hits can cause immobilization, others gun damage, or loss of a crew member and "shock", some "internal armor flaking" results will depress crew morale, same with large HE near misses and the like. If a vehicle is already immobilized any of these may persuade the crew to bail out.

    It is vastly more realistic than any "health points" first person shooter nonsense, which is the stuff of comic books and role playing.

    I ask b/c a game called Faces of War (sequal to Soldiers: Heroes of WW2) is coming out soon and they decided to implement such a model kinda over the top of the existing 'normal' penetration model that was in SHoWW2. And I suspected, as you pointed out, that they really took a step backwards in doing this and its too bad. :(

    thank you for the reply smile.gif

    EDIT: oh one more thing, do you know of any good reading sources for information about armor penetration and the like?

  13. Originally posted by Prattboy9394:

    If it was up to me though, the safe bet is to put the resources in tweaking the A.I. if MP can't be reliably done. At least it'll help keep the game in the HD longer.

    see thats where I would disagree and would rather they spend extra time on the MP which = infinite replayability in my book. But i'll take deathmatch over nothing anyday :D (ie Officers - canned MP until addon, bleh)

    and dude, arent you from the FoW/SHOWW2 forums? sampling the neighbors wife, eh
    of course, im always in search of the next best MP playground ;)
×
×
  • Create New...