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Messages - Wingflier

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31
Off Topic / Wargame: Airland Battle
« on: May 03, 2013, 06:41:21 AM »
Not sure how many of you in here tried Wargame: European Escalation, which was a fantastic war simulator made by an Indie French company called "Focus Interactive".

However, Wargame: Airland Battle is coming out in a few weeks, and having tried the beta, I've got to say, it's absolutely fantastic.

Here are some screenshots:






This game is filling a childhood dream of mine, of being able to us an F16 in an RTS game. I can't believe it's taken 15 years, but it's finally happened.

The air combat is spectacular, and more realistic than anything I've ever seen before. Trailer: http://www.youtube.com/watch?v=MRMH887q3Bo

Aircraft do not stay on the field for a particularly long period of time. Unlike every other unit, they are called onto the battlefield from an off-map airbase, where they must quickly complete their mission, then leave before they run out of fuel. Aircraft have varying speed based on type: http://www.wargame-ab.com/?rub=aircraft

Certain aircraft are designed only to destroy other aircraft, then you have bombers, and of course "multirole fighters" which can do the job of both. What makes it so cool (surprisingly) is that it's over so quickly. In a dogfight, if a missile or volley of machine guns connect, the fight is practically over. It's such a different experience than what you're used to seeing in RTS games, where "air battles", if they even exist, are long and drawn out endeavors.

Here are some pictures of the Armory, where I can view detailed statistics about each unit in the game, filtered by Faction and type (these are taken from my own machine):





The "deck building" system of the game is also one of its coolest features. To build a deck, you choose a side from "NATO" or "PACT". Each side includes various countries with their own units, strengths, and weaknesses: http://www.wargame-ab.com/?rub=sides

You can build a deck using ALL the units from each side, but you get deck "bonuses" if you limit your units to a certain country, a certain selection, or a certain time period (so before 1980, for example). If you use all 3 bonuses in tandem, you will be extremely limited, but you also get the biggest benefit. (So for example, I could use American-only units, of the "Marine" category, that were all made before 1975)

So in addition to the HUGE selection the game offers (over 150 planes alone, not including the units of all other types), you also get to make neat, specialized decks based on limited selection which can be, if used correctly, even BETTER than decks which have access to everything :D

A warning to those considering buying the game while still in beta: There is no single campaign or computer AI added to the game yet, it all takes place in multiplayer during the beta. Both of those features will be added by launch.

32
Folks,

Thanks for your enthusiasm about the Exodus of the Machine project, and we certainly look forward to bringing it to you this year, but there's been a delay for external reasons (it's still coming out this year, but we don't currently know when during that range).  Nothing we can really control or talk about, unfortunately.  We appreciate your understanding in all this.


But the good news is that this means we can shift our next planned AIW expansion forward and get to work on it soon :)
What an emotional rollercoaster. This is like the best good/bad news ever :D

33
That's even more awesome!

34
AI War / Re: About 'dem spawner ships, especially in AI hands
« on: May 02, 2013, 04:50:13 PM »
There's an awful lot of stuff in the game that's annoying to someone :)
Taking out all the "annoying" stuff sounds kind of like Riot's design philosophy.

Unfortunately, when you remove all the "annoying" stuff, you also remove a lot of the depth, and the entire game just starts merging together into a blob.

35
I commented on the Facebook page, but these new mechanics look awesome!

I love the "gods" element, and the "tokens", so cool!

Out of curiosity, do the gods you choose also have a "passive" effect, or ever "appear" on the battlefield? Or is all the "gods" functionality limited to the optional tokens you can use?

36
Haha, I'd love to see that done, but *ONLY* for the expansion owners.

You want an evenly balanced armor/hull type system? FAWK YOU BUY THE EXPANSION.

Arcen would never do that, but it would be absolutely hilarious to see regardless.

37
Hey Chris, excited to hear about the new expansion, can't wait!

I put this in Mantis about a year ago, but I'm not sure if you've had a chance to look at it.

The idea is called "Super Guardians", and it's sort of like what Guardians were originally intended to do.

As of now, even on the higher difficulties (I usually play on 9 with exos and adv. hybrids turned on), very little is preventing the player from just "blobbing" his entire fleet around each planet mindlessly in order to "win" battles. The AI Eyes are a band-aid to this problem, but in the opinion of many players (after having endless discussions on this), doesn't really change the blobbing mechanic. You simply send in Raid Starships to take out the Guard Posts, or use a small fleet of Starships in the same way basically every time.  In other words, it just creates a new way of "cheesing" the game, it requires very little critical thinking on the players part and becomes just as formulaic as the "blobbing" it was intended to prevent. While this doesn't take away from the overall "grand strategy" side of things, it certainly leaves something to be desired for people who enjoy a more battle-friendly tactical experience.

Here is my idea of Super Guardians:  http://www.arcengames.com/mantisbt/view.php?id=9450

In other words, you don't want to awaken these fellows too quickly. Dealing with each of them requires a specific set of ship types and strategies, and if you alert several different types at once well...God help you.

Keep it in mind, please :D

38
AI War / Re: Taking a look at Guardians
« on: April 29, 2013, 02:09:06 PM »
You already know my opinion on this, being a proponent of the "Super Guardian" idea on the mantis boards. http://www.arcengames.com/mantisbt/view.php?id=9450

Frankly I think Guardians are somewhat terrible at their jobs. Nothing has ever really prevented me from just killing them with a fleetball, most of the time I don't even notice they're there.

Some of the Guardians such as the Carrier Guardian or the Rally Post Guardian have the potential to be extremely cool, but after hundreds of hours of playing with them, I've never actually seen them perform their duties because they die so fast.

I think as a role, Guardians COULD be awesome, but in their current state they are an ignorable force multiplier at best.

39
AI War / Re: 7/7 game with next to no knowledge used... won.
« on: April 26, 2013, 09:44:48 PM »
Quote
I'm bouncing between windows pretty fast over here (concocting very mean new AI feature, though you're probably safe from seeing it in a release for a while), was someone advocating new mechanics for the 7 thing?  I'm just aiming at reducing any gratuitous niceness on the game's part.
Keith, I love you when you the AI brutal :D

40
Off Topic / Re: StarDrive: Invasion of the Space Bears.
« on: April 26, 2013, 06:37:12 PM »
Still needs 6-months to a year of development imo, but it's playable if you REALLY like the space 4x genre. Everyone else should just give it some time I think.
I would like some more backing up this statement. It's easy to just toss that out there, but why?
From playing about a week ago (unless he fixed ALL these issues in 1 patch, which I highly doubt)

1. Game still not working on multicore machines. So horrible framerates into the lategame...in a 4X. Not acceptable.

2. No graphical options whatsoever. Not even anti-anialising or any kind of options for people with better cards.

3. Tutorial system extremely inept. A couple small videos and then a bunch of text explanations for what you're supposed to do.

4. Random events that can end the game instantly for you, based on when you hit them (and how lucky you are).

5. Ship building feature is nice, but lacks any kind of streamlined process, so you'll spend hours making even basic designs for most of your ships. Some people might like this, I certainly don't.

6. Bombardment/Colonization feature is very whacky, needs a lot of work. It's about a 7-8 step process than should probably happen in 2 steps.

7. Research System is very vague. Doesn't tell you what you unlock or how it helps you. Isn't helpful at all about what you should research or when.

8. Individual planet economies are handled pretty, but the "global economy" feature is non-existent. For example, if you're maxed out on a certain resource (like agriculture or production), the game won't actually tell you that. You may just keep researching better agriculture or production buildings, and you would never know your citizens are becoming fat Americans.

9. Diplomacy system needs some work. Specifically you can't buy or sell planets/technologies for money. Also the "statistics" for every empire are very vague. All it tells you is how they "rank" compared to other empires. There is no way to see what technologies they've unlocked, or what their army consists of, etc.

10. As has been said, the AI isn't particularly bright.

It does have some things going for it. The combat system is neat, and could be really cool if you made some awesome ship designs, and the AI made some awesome ship designs, and then you had an all-out war. Unfortunately it would probably take...10 hours or more to get familiar enough with the game to do something like this, and from my experience, there's no guarantee the AI can keep up with you.

Also, the game on the 1x speed setting is PAINFULLY slow. PAINFULLY. Like it makes AI War on epic mode look fast. I usually keep it at 4x speed as a default, which is kind of annoying when battles start happening because then I have to slow down to 1x again...I don't know the whole thing is kind of clunky to me.

41
Off Topic / Re: StarDrive: Invasion of the Space Bears.
« on: April 26, 2013, 04:43:51 PM »
Still needs 6-months to a year of development imo, but it's playable if you REALLY like the space 4x genre. Everyone else should just give it some time I think.

42
AI War / Re: 7/7 game with next to no knowledge used... won.
« on: April 26, 2013, 11:15:01 AM »
On review, none of the changes Keith has made in the last few patches would have negatively affected this "experiment".

I was specifically talking about the "AIP limit" mechanic, and the "Strategic Reserve Thresholds" he recently implemented, as well as a few nerfs to the AI in terms of the Nebula Battles and the Nemesis Attacks. 

I think more than anything that the overall "buffs" to the fleetships, starships, economy and such have been slowly affecting the game with power creep, while the AI has gotten very few buffs to compensate. As I've mentioned in many threads, giving the player to choose which fleetships he gets, while the AI gets them more or less randomly, can have a massive impact on game balance because of the current power disparity.

Like I said, that wouldn't really affect this instance though. 

43
Off Topic / Re: Glorifying War
« on: April 26, 2013, 08:52:12 AM »
Quote
I don't think mock violence is the dominating factor in dehumanization (or at least, in people thinking it's ok to kill other people), at least in the society I live in.  There are other cultures where I see a much deeper immersion into games and a different overall way of looking at the world which could be more susceptible to that kind of thing.  Even in those cases, I don't think the games are driving anything that's not already there.
Agreed with you Keith.

It's just like many people in our society who think that teen sex, STDs, and pregnancy result from proper contraceptive sex education (as opposed to abstinence-only education). Yet places all over Europe are much more open about sex, and have better educational programs, and it results in many less pregnancies and STDs. I guess the argument in America is that by teaching kids how to properly have sex using protection, you are somehow promoting it. It's just as silly as the idea that creating a violent video game is the same as influencing someone to go kill people.

I'm not against what Sega is trying to do with the Company of Heroes 2 theme/story. What I'm against is my perception of WHY they're trying to do it. It doesn't seem very genuine to me, it seems like a dishonest marketing ploy.

Also, Hearteater, WHO says you can't be innovative in modern shooters? :P

http://www.youtube.com/watch?feature=player_embedded&v=-QzM_2pdH1Y

44
AI War / Re: 7/7 game with next to no knowledge used... won.
« on: April 25, 2013, 02:06:05 PM »
The past few patches have been a continual set of nerfs to the AI that I don't think were warranted or necessary.

People keep playing on difficulties higher than they should be, then complaining that they can't win. We keep nerfing the game until this kind of thing is possible.

Unless people are losing on 1/1, I'm not sure why we constantly need to keep nerfing the AI.

45
Off Topic / Re: Glorifying War
« on: April 25, 2013, 02:02:10 PM »
Out of curiosity, what is your beef with wargames Hearteater?

Or are you just against glorifying war in general?

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