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 Post subject: Re: Demo C&C
PostPosted: Thu Jul 02, 2009 7:47 pm 
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Nemoricus wrote:
1. Collision: This is problematic. I saw an Albatross clip through Perseus in the first mission. The AI should have moved to avoid the Perseus, and since it didn't, the Albatross should have bounced off. Also, ships colliding with something should take damage in proportion to their relative speeds and size.


Indeed.

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2. Cutscenes: There should be a means to skip these.

You can actually skip all the cutscenes by pressing ESC. The only unskippable cutscene should be the one at the beginning of the 2nd level.

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3. Synchronized fire: I personally prefer to use the synched fire for most purposes, but to use it I have to manually switch to it every time I start a mission. It would be nice if there were a permanent toggle for it.


Must be a bug. You are right on this one.

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4. Objectives: In the third mission, your first objective is to destroy the rear power conduits on the Harbinger. However, if you're fast, you can destroy it before the objective is actually given. This causes it to be left up in your objectives until the Harbinger is destroyed. It should be removed if the rear power conduits are destroyed.


Again a bug.

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5. Switching targets: This is a bit finicky currently and not entirely reliable. Hitting 'Y' does not always change your target to the one within your targeting reticule. Also, if a ship has components to destroy, like the Harbinger, you should be able to quickly switch to newly vulnerable parts. You have to wait a while as is.


Targeting is a big issue, I agree. Mostly because people don't use the right mouse button to target various ships, or they don't switch to the selection mode of the HUD. (SPACEBAR). This will be addressed

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6. Harbinger: It should have turrets on its underside as well. However, there could be a belt along its center that the turrets can't fire into. Also, the vulnerable areas on the components should be made larger, as you can have a good firing solution and be aiming right for it and still not hit. The same should be done for the vulnerability opened up by destroying the airlocks.


It did originally have turrets everywhere, however many people failed to stay in the blind spot and got mercilessly killed in that mission. Therefore we removed the turrets there since the ship was invulnerable to fighter fire from below. The Harbinger is a huge difficulty spike even in its current state and will be addressed.

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 Post subject: Re: Demo C&C
PostPosted: Thu Jul 02, 2009 8:05 pm 
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Hmm...I thought I tried Esc to skip cutscenes. It works. Well, not a problem then.

Hmm...it also turns out that you can't skip the last two cutscenes of the third mission.

What exactly is the purpose of Selection mode?

Also, turns out that right clicks work for most things. Haven't tried it with the Harbinger yet.

The name of the type of fighter should show in the fighter selection screen of the campaign menu.

Another thought: If you treat the space inside Harbinger's airlocks as another component, it might make it easier for players to target it.

Still more thoughts:

1. Scanner: The scanner could use some improvement. Elite used a 3D scanner that showed the position of nearby ships relative to your own. You could tell whether they were above, below, behind, in front, or to the side of your ship. Heresy War's scanner only shows their position relative to the front of your ship, and only their direction, not distance.

2. If a pilot is using the cockpit view, they should stay there during a jump sequence. It breaks the flow of the game to suddenly switch to the exterior view, then back to the cockpit view.

3. The pause menu (the one reached by 'Esc') needs a 'Return to Game' button.

4. Instant Action needs an option to change your fighter at the conclusion of each play.

5. It may be more immersing for a player to have to hit the 'J' key to jump at the end of each mission. Also, if you want to support free-roaming gameplay, you need some means of choosing which nearby location you want to jump to. Farther off ones, like different star systems, should require gates or natural wormholes to reach.

6. Instant Action: Missiles need some way of being replenished. Otherwise they are useless in this mode.

Also, the Log me in each visit option for this bulletin board is not working.

More thoughts, if you can believe it.

1. Mission failure: The mission failed sequence could use some improvement. The Dublin should blow up in a suitably impressive manner. Mission Failed in big letters across the top of the screen would also be a good idea.

Always some new thoughts:

1. Cutscenes: The second cutscene in the first mission should be cut. It's extraneous and distracting.

2. Jumping: At the ends of missions, ships should align with their jump destination. It would both look cool and probably enhance immersion.

3. Objectives: When the Harbinger runs off in the third mission, you pursue it. Why do you do this instead of staying with the Artemis?


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 Post subject: Re: Demo C&C
PostPosted: Tue Nov 03, 2009 10:35 pm 
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Faction: High Guard
Vaipa wrote:
Quote:
6. Harbinger: It should have turrets on its underside as well. However, there could be a belt along its center that the turrets can't fire into. Also, the vulnerable areas on the components should be made larger, as you can have a good firing solution and be aiming right for it and still not hit. The same should be done for the vulnerability opened up by destroying the airlocks.


It did originally have turrets everywhere, however many people failed to stay in the blind spot and got mercilessly killed in that mission. Therefore we removed the turrets there since the ship was invulnerable to fighter fire from below. The Harbinger is a huge difficulty spike even in its current state and will be addressed.



IIRC the player was sent to kill that ship alone (I didn't play the demo for a few months, so correct me if I'm wrong).

Such a big ship should be able to easily kill off a single much smaller ship.

A better solution would be a "disarm my target" wingman order (or a script ordering the wingmen to attack the H. until some of it's gun turrets are busted), and then perhaps a scripted event that would get the wingmen to pull back (such as some enemy backup or something) which would force the player to finish the job alone.

Also- I found it strange that the High Guard ships get pwnz0red instantly at the beginning of the mission, and moments later the Harbinger can't shoot down a single regular fighter and ultimately gets killed by it...
But then again, it's not a regular fighter, it's the player's ship. And that just makes the player somewhat a "superhero unit", which IMHO takes away some of the realism, and with it some fun.


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 Post subject: Re: Demo C&C
PostPosted: Wed Nov 04, 2009 4:30 pm 
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Faction: High Guard
Quote:
Also- I found it strange that the High Guard ships get pwnz0red instantly at the beginning of the mission, and moments later the Harbinger can't shoot down a single regular fighter and ultimately gets killed by it...


Just one small note: those ships are not highguard, just a civilian squad dispatched by the station from the second area of the level.

But indeed, they are destroyed to easily ;)


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 Post subject: Re: Demo C&C
PostPosted: Sun Nov 08, 2009 4:56 pm 
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Faction: High Guard
c0mas wrote:
Just one small note: those ships are not highguard, just a civilian squad dispatched by the station from the second area of the level.

But indeed, they are destroyed to easily ;)


Oh... Well didn't they have a color scheme similar to H G's? Either that or my memory is playing games with me and I need to replay the demo... :P


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 Post subject: Re: Demo C&C
PostPosted: Sun Jun 13, 2010 12:04 am 
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I've been searching for a game like this and the demo was excellent. My only concern is the story line was weak. Mainly cause there was no storyline, is this gonna change?

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