The future[message #320958]
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Mon, 27 May 2013 00:50
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Taro_M |
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Messages:292
Registered:November 2008 |
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Now that the founding has been gathered I think its a good time to talk a bit about future development.
Mainly I would like Full Control to heavily feature the modding capabilities of JAF. Today developers do not care at all about modding, or making their games moddable. In fact many of them outright combats modding by encrypting their files, issuing DMCA's etc. I can only think this is to cut out competition for their own lame DLC's.
This means that there is a pretty big hole in the market. Off the top of my head I can only name Bethesda, Bohemia and Egosoft as developers that encourage modding.
So FC needs to know how to answer a potential player if he asks: "Why should I buy JAF? There is already XCOM EU/BiA/JAO etc.?". Of course you can say about story, graphics, available weapons etc. However the unique feature of JAF, the thing that makes it stand out from most of the games (of any kind even) today, is close cooperation with modders that kept JA2 alive for all these years. Advertise that JAF will be modding friendly, give modders tools, give modders a solid base and they will do things that may seem like miracles later.
TL;DR: Modding <-captialise on that
[Updated on: Mon, 27 May 2013 16:37] by Moderator Report message to a moderator
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Master Sergeant
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Re: The future[message #324462]
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Fri, 30 August 2013 00:47
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EXile 150 Abyss |
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Messages:137
Registered:September 2009 |
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Quote:
1 - A "Fire Until Selected Enemy Is Dead" option.
2 - More locations to place plastic explosives.
3 - VEHICLES. Come on, this isn't a great programming challenge. When THEMAGICBUS==1, then troop speed is doubled.
4 - A Filter View for the different items: weapons, ammo, armor and equipment.
5 - Cutscenes. This game has so much less of a story feel to it, since we have no cutscenes. Frankly, it was fun to see Elliot get bitch-slapped every time he had to tell Queen DeeDee about the latest disaster. It gave you a sense of progress.
6 - An option to turn off the annoying "compliance" texts. I really don't need to hear "Show Dem De Legs!" 10000x a map.
7 - More gruesome deaths. In Fallout 3, seeing your foe's head blown off just never got old.
8 - Go back to the 2d portaits of JC2. The new ones may be 3d but they're also fugly.
9 - More quests. This game has pathetically few compared to the last games.
10 - Speck D. Kline's Discount Mercs... maybe he just hasn't appeared in my game, but I doubt it.
1. Not applicable with Turn Based.
2. Bad "In Action" mistake.
3. Undecided about it.
4. That's a good one. I believe they added it in the new 1.13 build.
5. Bad "In Action" mistake.
6. Never really bothered me in JA2
7. Definitely, the critical hits liven up the gunplay.
8. Bad "In Action" mistake.
9. JA2 could have used a bit more quests indeed.
10. Bad "In Action" mistake.
A lot of things can be avoided by looking at "in Action" and not making the same mistakes.
[Updated on: Fri, 30 August 2013 00:48] by Moderator Report message to a moderator
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Sergeant
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Re: The future[message #326292]
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Sun, 06 October 2013 13:14
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EXile 150 Abyss |
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Messages:137
Registered:September 2009 |
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Well the advantage of a hexagon grid is that it fits easier in odd shaped levels.
But the Distance system... When I first thought about it I was a bit weary... But now that I've had a chance to think about it; It could work. especially with a 100AP system. But there is the problem of corners and LoS.
But as long as you put your soldiers in a cover position wile moving along the wall I assume that they will remain hidden when reaching a corner. If you do it walking normally I guess there is a chance that you stepped just a little bit too far and the enemy will see you.
The cover should be like a toggle system or holding a button when you move towards a wall. (this should enable running and diving for cover in one smooth motion and actively display the AP needed.
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Sergeant
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