Aces High Bulletin Board
General Forums => Wishlist => Topic started by: esohn on August 30, 2006, 05:08:12 PM
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Here's how foot soldiers can work in AH. I encourage anyone to find fault in it in terms of game play and major technical difficulties to implement it.
1. Modifications
a) Add these 5 types of soldiers: Sub-machine gunner, Rifleman, Sniper, Anti-tank personnel (bazooka), Sapper(explosives). Let them just be able to crawl, crouch, run, and lean into sides, with minimal arm and gun animations.
b) Spawn:
* Soldiers can spawn inside any of the town buildings
* or they can spawn at various points on the airbase provided 'troops and supplies' are available.
* Soldier can also spawn directly into Goons, trucks, and jeeps, whether or not they are air borne or on the road. It's not fun to sit in a goon for 20mins and get killed as soon as you jump off by gun installations.
* Transportations can carry their default number of troops (A.I or P.C). As the player controlled soldiers hop on or spawn in them, the A.I troops are replaced.
* Just let the troops be able to sit in the passenger seat (all 10 troops might be sitting on the same spot but we wouldn¡¯t mind) and look around. We don't need to walk around inside goons or trucks, and when the driver unloads their cargo, the P.C troops will find themselves falling or on the ground.
* In the ¡®Join¡¯ list, specify which players are piloting what type of vehicles/planes. By default, player should be able to spawn into any of these 3 transportations as foot soldiers; goons, trucks, jeeps. Who wouldn¡¯t prefer P.C soldiers to A.I troops? Gunners should still be required to ask permission first.
c) Capture of fields:
* 10 paratroopers (either A.I or player controlled) enter the map room via the map room door and the field is captured. The A.I troops need just reach the map room building as before.
* When the first troop enter the map room, 1 hour capture period commences (and announced on the radio) and during that time, 9 more troops must enter the map room to capture the field. When the set time expires, all the troops that have entered will be cancelled and the 1 hour capture period must be initiated again.
* The town buildings don't have to be destroyed first to capture the field. (but it'd be a good idea to flatten them first because soldiers can spawn anytime to defend even if there's only one building left in the town)
d) Hopping onto vehicles: Allow soldiers to hop onto these 3 transportations and nothing more; Goons, Trucks, and Jeeps. Let the players hop on whether the vehicle is running or in full stop to make the game play less tedious, provided the transport is on the ground. (You can¡¯t hop onto an air borne goon although you can spawn into it from the hanger).
e) Let the soldiers be able to drive these 2 vehicles only; trucks, and jeeps. They shouldn¡¯t be able to jump off fighters, bombers, tanks, or goons and start shooting as foot soldiers for the obvious reasons. Those type of pilots should end their mission as pilots, not as foot soldiers.
f) Ending mission:
The soldiers should be able to end their mission anytime anywhere, provided that they are on the ground. If you end your mission in the enemy territory, you are captured. The main objective is about capture of fields or destruction of enemy installations, not so much about killing how many, so players wouldn¡¯t complain that much when an enemy ends his mission just before getting shot. If you¡¯re a paratrooper and the enemy disappears, it¡¯d be easier to get into the map room, etc.
g) Modification to environments:
* Just keep the basic design of the maps. No major overhaul of maps required.
* Add some A.I field guns that can be controlled by players, in and around towns to make the soldier only raids difficult.
* Add some rocks around towns to make gun fighting more fun in town capture fighting.
* The town buildings do not need to be detailed. They don't need to have rooms or stairs. Just paint a little bit inside the walls and give us a door or an opening even without a door, so we can get inside and out.
That¡¯s it!
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2) Game play
Now this is where it gets fun. Just imaging strolling around as a foot soldier in the Aces High world; the world would literally come alive.
The FPS game play still revolves around capture of enemy town or raids on enemy installations, not full scale war front battles.
You might just up a goon and broadcast ¡®troops needed for an air borne goon¡¯ and players would hop onto your goons, and you can drop them on a town. If nobody hops on, you drop good ole¡¯ A.I troops. However, the chance of capture is much slimmer that way. As you drop your troops, enemy soldiers can start spawning from the houses and maw your troops down. So, it¡¯d be a good idea for the bombers to first flatten the houses and take out field guns.
As a paratrooper, your objective is to get into the map room. As you soon as you enter the map room door, you find your self in the hanger just like before with successful mission scores.
As a defender, when the town is being attacked, you might want to spawn a soldier before all the buildings are destroyed. You¡¯d have to duck from the fighter strafes and bombs, but the remains of destroyed buildings should help you hide. And, let no one get into that map room!
If all the buildings are destroyed, it¡¯s still the good ole AH. Just drop A.I troops; no harm done to the basic game play.
Being a commando to take out enemy installments should be fun, too. A goon with air borne commandos would be a lethal alternative to bombers. When you are bored getting shot down on a fighter, spawn into a goon as a sapper, sneak in and take out enemy hangers! You check the ¡®join¡¯ list and ask the goon pilot where he¡¯s heading and hop on as a sapper. The enemies would spawn on the airfields to defend, so it¡¯d be good to have a balanced group of commandos. A sapper would just have a pistol and a knife besides explosives, so having 10 sappers might not be a good idea.
All in all, I think this could work. I think the game play will be right and fun and it can be done without much difficulties or major overhaul. And it will still be Aces High. What do you guys think?
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I think it would actually involve a lot of work, and that if HTC turned one of the finest WW2 era aerial combat games ever marketed into a FPS in an already crowded market, they'd probably be looking for new jobs in a matter of months.
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Thats why they don't pay you to think hub. Bring on atomic annie!
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The major technical difficulty I see is programming it all and implementing it, and then tweaking out all the bugs and such for however long. Good suggestion though.
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I think the max number of players for the arena should stay the same. It's just a matter of adding more servers, so I don't think that's a problem, hub.
And Nirvana, I think combat tour is more difficult to implement because it's a whole new different game with alot of new features.
After the CT is done, I think they'd have plenty of time to do anything they want to improve the game.
Fot starters, they can introduce a new arena with foot soldiers enabled and see the reponse and go from there... maybe.
It's just a matter of time this thing evolves into a full war simulation.
Does anyone see any fault in game play though?
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I think what hub was getting at was that Htc made a amazing aerial game. If FPS was included it would make the game to general. This would lose players for the aerial aspect and players to the FPS aspect not being able to compete aganst other FPS games.
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Well, according to hubs post in the General board, he's gone now anyhow, so who cares BJ?
Anyhow, that having been said, I agree with Hubs. Foot Soldiers = poo
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Originally posted by Kurt
Well, according to hubs post in the General board, he's gone now anyhow, so who cares BJ?
Anyhow, that having been said, I agree with Hubs. Foot Soldiers = poo
:huh I was agreeing with Hub.
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Originally posted by BlueJ1
:huh I was agreeing with Hub.
I know, and I lament your loss... But its over now.
Anyhow Foot soldiers = no.
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NO
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NIEN!!
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I still don't see any response saying 'how' it can be bad, based on the gameplay suggested above.
'How' the foot soldiers will be a turnoff.
I think the gameplay will be almost the same... It will still feel like Aces High.
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Originally posted by esohn
a) Add these 5 types of soldiers: Sub-machine gunner, Rifleman, Sniper, Anti-tank personnel (bazooka), Sapper(explosives). Let them just be able to crawl, crouch, run, and lean into sides, with minimal arm and gun animations.
MAJOR re-write to the entire game code as there are no mechanics in the game for these items or their actions.
* Soldiers can spawn inside any of the town buildings
another major re-write as buildings are basically just a few poly's and are solid, nothing on the ground can go "into" them (add to the fact that the "spwan" list would be 100 different spawns per base)
* Soldier can also spawn directly into Goons, trucks, and jeeps, whether or not they are air borne or on the road.
so they jump into someone elses jeep and take command? or are there random jeeps driving across the landscape? or they can just spawn wherever they want? makes no sence, and is totally unrealistic as to implement
It's not fun to sit in a goon for 20mins and get killed as soon as you jump off by gun installations.
kind of the reason we don't have that hmm?
Who wouldn¡¯t prefer P.C soldiers to A.I troops?
I would jump into your base capture mission to just mess it up by not going to the map room... then you have to bring another goon with troops, and I'll end flight and hop into that one too... as will many others just to mess with people. people are not trustworthy online or honest.
* 10 paratroopers (either A.I or player controlled) enter the map room via the map room door and the field is captured. The A.I troops need just reach the map room building as before.
* When the first troop enter the map room, 1 hour capture period commences (and announced on the radio) and during that time, 9 more troops must enter the map room to capture the field. When the set time expires, all the troops that have entered will be cancelled and the 1 hour capture period must be initiated again.
* The town buildings don't have to be destroyed first to capture the field. (but it'd be a good idea to flatten them first because soldiers can spawn anytime to defend even if there's only one building left in the town)
so much wrong in this I don't know where to start.... 1 hour??
I'm not going to continue with this, but I think you get the idea, and I can say pretty sure that most other AH'ers would agree with this.
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Originally posted by Mustaine
MAJOR re-write to the entire game code as there are no mechanics in the game for these items or their actions.
another major re-write as buildings are basically just a few poly's and are solid, nothing on the ground can go "into" them (add to the fact that the "spwan" list would be 100 different spawns per base)
so they jump into someone elses jeep and take command? or are there random jeeps driving across the landscape? or they can just spawn wherever they want? makes no sence, and is totally unrealistic as to implement
kind of the reason we don't have that hmm?
I would jump into your base capture mission to just mess it up by not going to the map room... then you have to bring another goon with troops, and I'll end flight and hop into that one too... as will many others just to mess with people. people are not trustworthy online or honest.
so much wrong in this I don't know where to start.... 1 hour??
I'm not going to continue with this, but I think you get the idea, and I can say pretty sure that most other AH'ers would agree with this.
SI SENOR!!!
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Theres already a game like that out there. its called WW2OL. For such a small team like HTC to code, manage and periodically test and update this addition to a game centered around aerial combat, would take away from updates and additions that do matter, like diverse aircraft, FM changes or TOD.
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Originally posted by RTSigma
Theres already a game like that out there. its called WW2OL. For such a small team like HTC to code, manage and periodically test and update this addition to a game centered around aerial combat, would take away from updates and additions that do matter, like diverse aircraft, FM changes or TOD.
TEE HEE HEE,
You think WWIIOL was a bigger team than AH... hahaah, you bought that spin? WWIIOL was the most half-arsed mess ever created by 3 guys with a dream.
I love HTC because they do keep the game within boundries they can manage, and they don't jerk the players around or pretend they are bigger than they are.
That having been said, you are right, WWIIOL already does exist... And if they had a team of 100 programmers they might be able to make it as good as AH...
Oh, Footsoldiers in AH = NO
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ww2ol is a joke pisspoor game
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Footsoldiers: Yes!
PROVIDED:
No change in game programming except add another "plane" called soldier. No crouch, jump, sit nonsense.
Select armament on soldier in hangar. Either MG, dynamite or Panerfaust.
MG: To kill incoming AI enemy troops and other (player controlled) soldiers.
Panerfaust: Heavy antitank weapon that rapidly reduces soldiers run speed. (Can be modeled like drag on a plane).
Dynamite: to detonate enemy buildings. (cant detonate on own base).
Soldier spawns only at tower and ONLY if the barracks on field are up.
Soldier can only join a Jeep and only by using conventional joining used for aircraft gunners. Soldier cannot fire when joined, hes like an observer in a fighter.
To exit the jeep, the jeep driver must drop the soldier like a bomb. Then the soldier pilot takes over and does his job.
That sounds like the only reasonable solution to this soldier issue.
But then considering that the ammo is limitless and anybody can up more 1000lb bombs than used in all of WW2 and then go suicide bombing, why would any1 take the trouble of gong through all this trouble.
So to end it, a viable implementation of a footsoldier just wouldnt be worth the effort.
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the argument of foot soldiers in AH2 wil be going on for quite a while..i can tell
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Mustaine, here's my solution.
Originally posted by Mustaine
MAJOR re-write to the entire game code as there are no mechanics in the game for these items or their actions.
I still maintain that my suggestion requires minimal modifications. At the same time, no one's going to just present a balanced, fun war simulation on a silver platter. I think you guys underestimate the capability of HTC. They upped the Aces High from scratch, didn't they?
No doubt, there will be some coding but the basic functionality that can support foot soldier is already there. The ability of scrolling around to see is already there. You can move, you can shoot with vehicles, already.
I guess you can do without crawling or a knife; it will still be fun without them. Just give us the freedom to look around, run around, and shoot, plus the ability to set up explosives on buildings, of course.
HTC has done all the complex cockpit art and animations (flap), they can't do simple gun graphics and arm animation? Aerial aspect of the game is already almost perfect. What are they going to do with all the time they have when the CT is finished?
another major re-write as buildings are basically just a few poly's and are solid, nothing on the ground can go "into" them (add to the fact that the "spwan" list would be 100 different spawns per base) [/QUOTE]
We already have hangers and vehicles go out and into them. You'd have to do some work with the map but still it's not a major overhaul in map design.
They can make the soldiers spawn randomly from the remaining houses in towns. So, you'd see just 'town' button in the hanger in addition to usual 'hanger, NW...'.
so they jump into someone elses jeep and take command? or are there random jeeps driving across the landscape? or they can just spawn wherever they want? makes no sence, and is totally unrealistic as to implement [/QUOTE]
No you spawn into already spawned jeep driven by another player, as a passenger. You don't take command as a driver.
Or you can spawn as a soldier in a jeep. This would need a new code but I think HTC is capable of doing that without too much problems.
I would jump into your base capture mission to just mess it up by not going to the map room... then you have to bring another goon with troops, and I'll end flight and hop into that one too... as will many others just to mess with people. people are not trustworthy online or honest. [/QUOTE]
This was a good one. This hasn't occured to me before. But the solution is simple. You give the goon pilots the ability to shut off entry of P.C soldiers.
It'll be a little harder for the A.I troops to reach the map room because of the P.C soldiers defending, but tanks are already being used for that purpose so this is nothing new.
so much wrong in this I don't know where to start.... 1 hour?? [/QUOTE]
Again, why not 1 hour? Current set time is 45 mins after all the building are flattened. Take the soldier defending into account, so I suggested 1 hour. If it's not enough, make it longer; no problem here.
Out of all the points you made, I think only 1 stands out which can be taken care of easily. Contrary to what you're saying "so much wrong" I think you're being hard pressed to find the faults, frankly. gg
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Greetings,
One thought - anybody else remember the 'golden age' of war gaming? (SPI, Avalon Hill, OSG, Minifigs, Essex, Yaquinto, etc . . . .) What kilt the war gaming business - the games got to complex in a search for historical accuracy, became a 'rules lawyer' issue, and (in my humble opinion - most importantly) there were no introductory games to catch new players.
Yes, this is the best Air Power game I have ever played - and I enjoy it. All must know the learning curve in AH be steep, and sometimes, new ppl for better or for worse, are not well prepared or greeted. Yea, I know they should read the manual, but some don't. An intuitive FPS may be the answer to get them to be paying customers.
I am sure Hi Tech will pay attention to the numbers of new players each month and devise a strategy to keep the newbies joining. At least I hope so. If a FPS will get our communitee more people paying HT's bills, I say bring it on.
Regards,
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If we add FPS your guna get all those guys from Counter Strike bein all like I R TEH 1337 PWNAGE but i am not in the double digits of my age yet.:p
So NO! NIEN! NADA! NON!
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World War Two On Line.
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Greetings,
I don't care as long as they pay HT's bills and keep this game here for us.
Regards,
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esohn:
Mustaine's evaluation was fairly close, it is a large undertaking to suport full FPS type troop control. Other than the basic graphic engine and network code there realy is not anything else that is transportable to a FPS style play.
To give you a small incling of what needs to be devloped or perchased.
1. Inverse kinimatic system to display persons movements.
2. Key frame animation system to use the kinimatic system.
3. Key fame capture system to create the data base for the key frames.
4. Physics engine to suport people movements.
5. Network packet and smothing layer to support how you would see the other people.
Now on to game play.
Look at Aces High now, in general, vehicles like to fight with other vehicles, and planes like to fight with other planes. Now add troops on top, and the same realy aplies, they wish to fight other troops more than vehicles and planes.
Now do not view this as a can not be done type post, Adding troops control is on MY wish list.
How I envision game play, is that a c47 or other vehicle would drop drone troops on a town as they do now, This would open up a spawn point into a a tunnel or building complex. The attacker can then spawn into that area for a given time, and have to meet some goal only attainable by troops to capture the town.
HiTech
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OUR GOD HAS SPOKEN!!!!!!
You spelt purchased wrong.:D :p
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Originally posted by SAS_KID:
You spelt purchased wrong. :D :p
:rofl :rofl
SACRILEGE! Burn that infidel!:D :D :aok
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Originally posted by hitech
....How I envision game play, is that a c47 or other vehicle would drop drone troops on a town as they do now, This would open up a spawn point into a a tunnel or building complex. The attacker can then spawn into that area for a given time, and have to meet some goal only attainable by troops to capture the town.
HiTech
I am not sure about anyone else, but I LOVE getting a minds eye view of how the designer is thinking about how they see the game going. Kind of like seeing the prototype car from the next model year on the highway right next to you.
:aok
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Originally posted by hitech
esohn:
Now on to game play.
Look at Aces High now, in general, vehicles like to fight with other vehicles, and planes like to fight with other planes. Now add troops on top, and the same realy aplies, they wish to fight other troops more than vehicles and planes.
Now do not view this as a can not be done type post, Adding troops control is on MY wish list.
How I envision game play, is that a c47 or other vehicle would drop drone troops on a town as they do now, This would open up a spawn point into a a tunnel or building complex. The attacker can then spawn into that area for a given time, and have to meet some goal only attainable by troops to capture the town.
HiTech
Hi, HiTech;
Thanks for your reply. What a pleasant surprise :)
Too bad that it isn't that easy to make it happen. However, I just have this feeling that you will make it happen for us! :) Until then, you have my support for Aces High.
About your envisioned gameplay, it sounds great, provided that the gun battle takes place real time in the arena; not transporting to some other space for gun battle only.
I would wish that the planes be able to strafe foot soldiers and foot soldiers having to avoid enemy planes, etc, all happening real time in the arena.
One point, though, that I'd like to steer your attention to is that, in your setting, there has to be always at least one player willing to fight as a foot soldier to capture the field.
I think, fighting as a soldier, should be kept as a fun option to play, not as a duty in order to capture enemy fields.
If there's no one willing to spawn as a foot soldier, I think players should still be able to capture enemy fields using drone paratroopers as now.
Then again, the foot soldiers should be an important element in capturing enemy fields. Infantry with no significance in capturing enemy fields is meaningless and no fun.
Anyhow, that's just my token of thought. Thanks again for replying, and I'll be wishing and hoping for the crazy game it will be when we finally get to see the foot soldiers in Aces High. Then my gaming dream will be complete...
esohn
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esohn,
With all due respect, I have no idea how long you've been enjoying the AH experience; I myself can proudly claim I'm on my 3rd year...But the one thing I realized from when I first logged on, was this:
THIS IS A FLIGHT SIMULATOR WITH SOME GV'S THROWN IN
I'm sure that Battlefield2, Star Wars Battlfrone, WW2OL, HALO, any of those games can scratch that itch. I really don't want this to come across as a flame, but honestly, It's a flight sim, like Air Warrior, Jane's, and Warbirds before it. Remember that when you log on, and you'll see why the commercial ads say FLY Aces High.-Frode
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I'm with FrodeMk3 on this... it is a WWII air combat simulator with GVs, because GVs and aircraft interact in combat. I don't see how adding FPS capabilities would improve that.
Seriously, there are some really good online FPS WWII games already. My opinion is that AH is the premier WWII MMO air combat sim/game... why would they undertake such a Herculean effort to make it into an FPS-style game? IMHO that would be crazy... plus they're a small company, you need to write or buy a metric crapload of code (coad) just to get started.
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"metric crapload" I like this exprsion, havn't heard it before. And exatly what is it's scale?
Bigger or smaller than?
whole **** load,
Boat load,
Car Load,
Truck load,
Train load,
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it sounds to me like the relationship of stupid to glatically stupid :D :aok
crapload to metric crapload :D :rofl
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Originally posted by hitech
"metric crapload" I like this exprsion, havn't heard it before. And exatly what is it's scale?
Bigger or smaller than?
whole **** load,
Boat load,
Car Load,
Truck load,
Train load,
A metric crapload is 1.3 * Imperial (US) craploads. Approximately 0.637 of a metric ****load.
Much larger than a boatload.
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Spectacular developments happen by just a handful of computer junkies.
Take Counter Strike for example. It's not like it's developed by 10s of people in a corporate company. It was 2 guys who made it all happen, if i remember correctly.
Also, Frode, I think i played airwarrior longer than you played AH. And, the gameplay is very very simillar. As fine as AH is, burnout can happen if you play it long enough. And you all know, Airwarrior is no more.
All the while I played airwarrior, I remember keep wishing for the total war experience including foot soldiers. A war game is just not complete without them, and air combat sims do get thin when you play them long enough, even for a flying simulation enthusiasts like me.
It's not that I just want to do away my itch to play FPS game. I can load up the Counter Strike, no problem. It's just my wish to experince the total war simulation, and I just feel that Aces High is very close to achieving that.
And, it's the only way to go for Aces High to make it a long lasting game. All other aspects are almost perfect as it is, only minus the soldier control.
Esohn
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Originally posted by esohn
Spectacular developments happen by just a handful of computer junkies.
Take Counter Strike for example. It's not like it's developed by 10s of people in a corporate company. It was 2 guys who made it all happen, if i remember correctly.
Also, Frode, I think i played airwarrior longer than you played AH. And, the gameplay is very very simillar. As fine as AH is, burnout can happen if you play it long enough. And you all know, Airwarrior is no more.
Esohn
Esohn,
I also played AW, as did quite a few other AH members.
The reason that AW died, plain and simple, is that EA bought it and ruined it. Then they killed it.
I see where you are coming from when you talk about the 'full WWII sim experience', although I don't share your feelings, and I'm not sure many others do either. I'm not saying it's not valid, I just don't know how many current users outside yourself share this itch.
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With respect to Frodo and Scotty, many people complained that the introduction of ground vehicles would "ruin" the game, with many calls of "It's a flight sim, stupid" hurled around. There are purists who still gripe about gv'ers constantly ruining their fun. The fact is, the introduction of gv's added another dimension that many have come to love about it. It was done in a skillful way that, rather than ruin the pure pilot's fun, actually adds a dimension to the airwar that was lacking before. Given HiTech's expressed desires to add submarines and ground troops (albeit in a somewhat limited fashion), it should be clear his long-term vision for AH is to make it accessable and enjoyable to a wider range of interests than just sim pilots; nonetheless, his vision is constrained by his commitment to maintain the airwar as the principle focus.
HiTech, I know you don't want to introduce the ground war in half measures, hence your comments on the resources you'll need to "do it right." However, I wonder how difficult it would be to allow players to spawn a trooper using the current non-articulated pilot model (in a different uniform, of course) and with the option to select from a limited range of weapons (riffle, grease gun, panzerschek, satchle charge, for example). This seems like a relatively easy and quick way to playtest the introduction of troops into the arena.
Fighting your way through an underground bunker (ala "Doom") is all very well, but allows no interaction with the other combat elements. Some would say that's how it should be. That interaction is what would separate the game from your average run of the mill FPS. Without that interaction, I can't see the addition of bunker-style FPS play as being a draw to outside players, those more interested in ground combat vs. A2A. Just my two cents worth.
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Originally posted by Sabre
With respect to Frodo and Scotty, many people complained that the introduction of ground vehicles would "ruin" the game, with many calls of "It's a flight sim, stupid" hurled around. There are purists who still gripe about gv'ers constantly ruining their fun. The fact is, the introduction of gv's added another dimension that many have come to love about it. It was done in a skillful way that, rather than ruin the pure pilot's fun, actually adds a dimension to the airwar that was lacking before. Given HiTech's expressed desires to add submarines and ground troops (albeit in a somewhat limited fashion), it should be clear his long-term vision for AH is to make it accessable and enjoyable to a wider range of interests than just sim pilots; nonetheless, his vision is constrained by his commitment to maintain the airwar as the principle focus.
Sabre,
I definitely haven't said that it would ruin the game. I don't think it would. I would just be concerned with 'scope creep' and the massive outlay of resources it would take to add in that aspect of gameplay, and how much it would actually add to the game as a whole.
To look at it from the other end of the telescope, how many people do you think are asking the developers of CoD2 to add airplanes to the game?
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...One thing that has also been overlooked, and this is the best time to ask, since Hitech's been watching this post...
If implemented , what would the effect on the player's system be?
There are already alot of people that barely have enough computer to drive AH2 the way it is...If you put in all the extra things that Hitech mentioned would be needed to drive a(n) FPS element to the existing game, What would become the minimum system required to play?? Most people can't afford to just pick up the phone, call Alienware, and have the latest Top of the line system(read, 3500-6000$US) delivered immiediately.
I'm kinda curious to see what Hitech will say about this...
-Frode
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What a read.
FIrst I'd like to state WHAT A FRIGGING AWESOME GAME.
There that said. Im mixed on the troops right now. I was very into a FPS called Infiltration, it was a mod off of the old Unreal Tournament engine. Was modern day weaps like counterstrike, but kmore underground, and alot of very descent players out there. HArdware was a very serious requirement though. RIght now I play on my laptop, a fairly higher end laptop, but even in the systems business, I cant keep up with all the upgrades for my own equipment. IF it could be done without all the poly counts going through the roof, kewl. Right now I enjoy all aspects of the game. Planes GV's, the fact of being able to join in with someone else, THAT F"N ROX. Also the ability to host 750 simultaniously is very kewl, I experience very little latency. So right now Id have to say about the only place where the troops would be play well is the town. And I agree with thte fact it would be for base capture.
Heres the rub though.
Right now it seems pretty hard to me to get people coordinated for a base capture, let alone find a goon pilot, then have 10 "people" control 10 troops. MAybe something on the order of a "goon pilot" controlling "jumping" to 1-10 positions of the troops, with maybe overall commands for like a lance. Or better yet, maybe 2 people able to join together to control all 10. mixijng a matching weapons.
Anyway its my first post, here
hopefully see u all in my crosshairs sometime
Cheers
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Originally posted by Sabre
Fighting your way through an underground bunker (ala "Doom") is all very well, but allows no interaction with the other combat elements. Some would say that's how it should be. That interaction is what would separate the game from your average run of the mill FPS. Without that interaction, I can't see the addition of bunker-style FPS play as being a draw to outside players, those more interested in ground combat vs. A2A. Just my two cents worth.
Great point Sabre. That's just what I was thinking. Otherwise, I see no point of adding troop control.
The point is to have FPS element and a full fledged flight sim (not arcade) comming together in all interacting, mind boggling, battle experience.
Battlefield 1942 doesn't cut it. I never played ww2online but it seems to have too many problems in both gameplay and in technical aspect.
I think AH should always be a sim first and then toss in a minimal FPS element. Just let us be the paratroopers and let other players be able to defend the town and the airbases.