Home » MODDING HQ 1.13 » v1.13 Feature Requests » 1.13 Feature requests thread
1.13 Feature requests thread[message #11159] Wed, 07 September 2005 07:00 Go to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Post your requested features not dealing with new items and new item properties here:

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First Sergeant

Re: 1.13 Feature requests thread[message #11160] Wed, 07 September 2005 09:13 Go to previous messageGo to next message
Lochmacher is currently offline Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
Howdy,

More long term wishes from me Smile

I would like to see untreated wounds turn into stat damage eventually and continually do so until properly dealt with. This would be a sort of disease/infection related simulation. If left long enough it could contribute to other ailments as well (starts out as flu, with dex and str affected, then adds to wisdom when a fever sets in etc.). This wouldn't have to change the first-aid process at all and could use the stat damage code from combat-related injuries (eg. shoulder=dex, head=wisdom, but applied to post-wound injuries dependent upon time left untreated).

Also, would it be possible to "attach" learning bonuses to areas/items? In certain zones, there are weight benches/exercise equipment and in others targets. Why can't a merc in these areas benefit from these? Might need items to coincide with (paper targets, weights, jump-rope, etc.), but I think that it would be a welcome addition, at least with the option of turning it on or off at the new game menu (call it "Training Aids"). I'll keep trying to think of convoluted ideas. Smile

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Corporal
Re: 1.13 Feature requests thread[message #11161] Wed, 07 September 2005 11:19 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Both are possible, although attaching learning bonuses to areas would be considerably easier than attaching the bonuses to tileset objects. And if it was attached to areas, it would have to be something externalized, otherwise it would conflict with one of the main goals of the project.

Also, something you need to consider, is the timeframe in the game, untreated wounds are rarely left untreated for more than an hour, and there is little risk in that other than bleeding to death if the wounds are serious enough. Most sectors are cleared in less than a few hours, and in most cases less than an hour.

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First Sergeant

Re: 1.13 Feature requests thread[message #11162] Wed, 07 September 2005 16:48 Go to previous messageGo to next message
SSFSX17 is currently offline SSFSX17

 
Messages:26
Registered:November 2003
Location: California
- Higher resolution and/or running in a window

- More externalization of all the laptop stuff - changing the chargen questions, changing the websites, changing SirOS itself, etc etc

- A VERY VERY VERY long-term feature request (like, 5+ years): get rid of the dependency on proprietary libraries.

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Private 1st Class
Re: 1.13 Feature requests thread[message #11163] Wed, 07 September 2005 18:30 Go to previous messageGo to next message
Bug is currently offline Bug
Messages:1
Registered:April 2004
Toggleable higher resolution, so that we can switch to good old 640x480. I prefer large and blocky Smile

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Civilian
Re: 1.13 Feature requests thread[message #11164] Wed, 07 September 2005 23:37 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Patrick,

We'll work on Higher resolution, it's not going to be easy without the help of whoever it was that did it before. And by not being easy, I mean it will be more tedious than difficult. And that's not to say it won't be difficult either.

Mugsy has already said that he's going to attempt to externalize alot of the text, it might be possible to also externalize things like the SirOS
text, and below is my list of To-Do's (all of them may not make it in, but a few I've already done so I know they can be added).

I'll start on them after I finish tracking down the Enemy AI CTD bug, the Invisible Enemy bug, the Credits Roll bug, and any bug that he decides to throw at me with the next release. Hopefully by then, we'll have a Version control Server we can use, if not, I'll look at setting up one myself.

Bug,

If we're capable of changing the resolution and it's not too dificult to provide the option, then we'll provide an option. Otherwise, most people want 800x600, so that's what I think we'd go with at that point.


Well, let me go ahead and list some of the things I plan on working on:

1. UB Style IMP generation

2. New IMP Code to Randomize your IMP for those that like to be surprised. No voices or pics will be duplicated for those playing with multiple Imps.

3. Option for Increased character advancement, gain more HP, Stamina, and an extra skill or two.

4. Ammo conversion, however, this is something that will be restricted to real-time and take a while, for example, you wouldn't do this in the field during a battle anymore than you'd have your mechanic working on fixing your guns. It will take an hour or more per clip. I may adjust this.

5. Tie more things to difficulty level, but externalize the options so you can adjust it to suit your needs. Some of the things I'm considering are:

- Buy/sell rates
- Number of Imps you can generate
- Enemy stats range
- Item progress modifier (Increase or decrease the rate at which better gear becomes available)
- %Elite modifier
- Everything that is currently modified by difficulty rating that can be externalized.

With this, you can easily adjust the game, and any future mods to suit your playstyle.

6. More levels of enemy soldiers, reds and yellows are push overs and then it jumps to elites, I'd like to at least add one in between, and one above Elite (Super Elite?), and if possible I will attempt to add support for new creatures. Not just some kind of sci-fi addition, but something modable so people can add mech's if they want, or zombies etc... and have the code support it, with externalized stats.

7. I'd also like to add an old favorite just to add it, Molitov Cocktails. Along with the hedge trimmer, and maybe even a Chainsaw for good measure.

8. Enemy Uniform Item, allows for modders to add recon missions. Not 100%,each enemy will have a % chance of noticing you're not one of them.

9. Getting the editor working and making it:
- Compatible with the new game data
- As Functional as the Beta Editor
- More functional than the beta editor
- Capable of supporting unlimited tilesets
- Capable of supporting Larger tilesets

10. I also plan on helping Mugsy with some of the things he is wanting to accomplish.

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First Sergeant

Re: 1.13 Feature requests thread[message #11165] Thu, 08 September 2005 00:23 Go to previous messageGo to next message
DurtyDan is currently offline DurtyDan

 
Messages:103
Registered:November 2001
Location: Oregon, USA
I really liked the creature turned APC in Shady Job. The APC leaking bug juice when shot was a humorous side effect, as well as the merc's reaction to them.

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Sergeant
Re: 1.13 Feature requests thread[message #11166] Thu, 08 September 2005 02:39 Go to previous messageGo to next message
Lochmacher is currently offline Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
Like most of Kaiden's ideas, except time it would take to change ammo in clips (An hour per clip? Does the merc have Parkinsons and the coward trait while standing on a tightrope over angry alligators with primed grenades strapped to them?). Please adjust it. Even the SKS clip wouldn't take more than 5 minutes!

Otherwise, great ideas Kaiden. Smile I like the idea of an enemy uniform that I could wear while trimming hedges before the fight. It appeals both to my tactical ideas and sense of humor. (Can you imagine a guy just whistling while he cuts away at the hedges and the guards are asking, "Who the hell is that? What's he doing to the hedgerow?")

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Corporal
Re: 1.13 Feature requests thread[message #11167] Thu, 08 September 2005 02:43 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
No, what I meant, was casting your own slugs and casings, and dumping the powder out of one ammo type, into the new ammo type. I'm not talking taking 9mm ammo out of a pistol clip and putting each bullet into a 9mm SMG clip.

What I'm talking about is more involved, making a differnt kind of bullet using the powder from ammunition you no longer need such as 38 ammo, and any any mechanic that would specialize in cleaning and repairing fireamrs would not only know how to do it, but probably have the tools as well.

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First Sergeant

Re: 1.13 Feature requests thread[message #11168] Thu, 08 September 2005 02:49 Go to previous messageGo to next message
Lochmacher is currently offline Lochmacher

 
Messages:53
Registered:March 2005
Location: Tacoma, WA US
Ok, that makes much more sense! Holy hell was I up a tree! Thanks for clarifying. Smile Finally a good use for that metalsmith and his forge in JA2, eh? Maybe a new skill, gunsmith, would be needed? I also like the notion of failed ammo (BOOM! Gun wrecked!)...

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Corporal
Re: 1.13 Feature requests thread[message #11169] Thu, 08 September 2005 03:09 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1818
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@ Lochmacher
He's referring to modifying the ammo to change it's type. I think an hour is a resonable ammount of time.
The only thing I worry about is when changing ammo types in clips that don't have the right size. That is to say, if you try to change a 15 rnd clip of 9mm ammo into 7.62 WP ammo what will be the result? Ja seems to tie clip size directly to ammo type so when doing something like this (where there is no 15 rnd 7.62 WP clip available) will it cause theweird glitches we've seen when trying to get more than two clip sizes per calibur with the old .exe version?


@ Kaiden
I love alot of those ideas (especially the multifunctional editor). All I have with an IMP customizer has already been done in the form of the multiple IMP patch and the IMP editor but I suppose a random generator could appeal to some folks.
New creatures and 'Super Eliets' is a fantastic idea! This could pave the way for a lot of interesting mods.
I'd like to add a request for being able to choose whether enemies are all men or not. The reason is, I'm planning on making a few mods set in bygone eras and having to manually set each enemy on every map to a male so that I don't have a bunch of uniformed Wehrmacht chicks running around is a pain. Ideally, you'd be able to adjust Male/Female or Coed for every Faction type. This way you could have Amazon type enemies (using maybe the Hicks) and all male or mixed armies depending on thier political affiliation.


@ Patrick
With the EDT Editor you can change just about all of the text. The Laptop displays are a series of .stis you can change to whatever you like with the STI Edit program. Check it out.

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Sergeant Major
Re: 1.13 Feature requests thread[message #11170] Thu, 08 September 2005 03:13 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Well, for instance, if you wanted to take a 6shot loader from a 38, and make some 5.56 rounds, you'd get 1 5.56mm round. Not a whole lot, definitely not a whole clip, but I would probably choose the largest clip available seeing as how changing clips can already easily be done in-game by anyone. And since the game already takes the liberty of assuming each merc carries a truckload of empty clips with them, I'll take the same liberty Smile

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First Sergeant

Re: 1.13 Feature requests thread[message #11171] Thu, 08 September 2005 03:15 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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So the default number would be 1 when there is an incompatability or did I miss something?

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Sergeant Major
Re: 1.13 Feature requests thread[message #11172] Thu, 08 September 2005 04:02 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
No, but there's more powder in a 5.56mm round than there is in a .38 round. So you'd get less bullets, the powder has to come from somewhere. The 1 would be the default minimum for conversion though. Not that Ammo is a real hard thing to come by, it's just something I added in my code a year or so ago. Seemed reasonable at the time and may not be something that should be added now, but I put it on my list anyway for feedback.

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First Sergeant

Re: 1.13 Feature requests thread[message #11173] Thu, 08 September 2005 04:36 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:635
Registered:July 2005
Location: Canada
I wouldn't necessarily pick the largest clip size. Then (for 5.56mm) you could end up with a 200-rd belt with only one round in it Wink

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First Sergeant

Re: 1.13 Feature requests thread[message #11174] Thu, 08 September 2005 04:37 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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One usable round is better than 50 obsolete ones. But in terms of making it not too complicated, perhaps you could set a default number or do you plan on different conversions based on calibur to calibur?

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Sergeant Major
Re: 1.13 Feature requests thread[message #11175] Thu, 08 September 2005 05:08 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
For the sake of gameplay, I might go with some default conversions based on type of ammo, IE, Pistol, SMG, LMG.

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First Sergeant

Re: 1.13 Feature requests thread[message #11176] Thu, 08 September 2005 09:57 Go to previous messageGo to next message
Omega is currently offline Omega

 
Messages:63
Registered:January 2004
Location: Peterborough, England
I'd like to see a more stealthy game, like if you killed a hick at the farm and no one else saw it, i dont think the rest of them would just look at you and say "oh look, they must of killed one of us, lets shoot em"

Thats one thing that always annoyed me. I dunno... maybe i've been playing too much MGS

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Corporal
Re: 1.13 Feature requests thread[message #11177] Thu, 08 September 2005 10:05 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
That's the way the game seems to work at least using night ops tactics. Some things you need to consider, are that

A: The patrols are LOOKING for you, so they know you're there.

B: In alot of cases, the enemies are so thick, that even if they don't see you or hear you, they see their buddy hit the ground.

Although The hicks sector if I remember correctly is alerted if you sneeze loud enough. And is always alerted if you enter at night for some reason. They probably got fancy tin-can alarms around the permiter.

I agree though, I'd really like to see some Thief/SplinterCell options in the game, you know, "move the dead bodies and hide them" but that would be difficult.

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First Sergeant

Re: 1.13 Feature requests thread[message #11178] Thu, 08 September 2005 13:07 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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An ability to move incapacitataed characters (drag fallen comrades from harm's way) or just push people out of the way without it being read as an attack (or perhaps being read as an attack on certain factions but not on allies or civilians) would be a dynamite feature.
I realise this may be way more complicated than anyone might want to get into but it would solve alot of problems.

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Sergeant Major
Re: 1.13 Feature requests thread[message #11179] Thu, 08 September 2005 17:47 Go to previous messageGo to next message
Snap is currently offline Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
I like Kaiden's plans. And continuing on that topic, I think an external options file needs to be implemented ASAP. Apart from the options that can be implemented already, in the future, whenever you consider some potentially controversial feature or change, consider making it an option. That would be easier to do if the mechanism is already in place, rather than retrofitting later.

Khor: I have nothing against uniformed Wehrmacht chicks Wink

I think it is entirely possible to make enemies or NPCs react to corpses. The problem is that without the ability to move bodies it wouldn't be such a welcome feature. And moving bodies is such a big can of worms, I'm afraid to even think about it. The best we could probably do would be something out of "No One Lives Forever": a body-removal fluid Very Happy

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Master Sergeant
Re: 1.13 Feature requests thread[message #11180] Thu, 08 September 2005 22:47 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
I think moving injured mercs that can't move on their own could be done alot easier though, only serious problem I see with that, is the need for new animations, and I haven't been to that part of the code yet Razz so I don't know what all is involved in using new animations.

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First Sergeant

Re: 1.13 Feature requests thread[message #11181] Fri, 09 September 2005 01:05 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
Messages:108
Registered:September 2005
Location: Slovenija
I see you will be busy for quite a while. Smile
I'd like more stealth too, but for starters a bit simpler idea.

Something of a periscope. Something that would enable you too look up a roof, without/ not likely being spotted. Maybe even extend the idea and have those tub cameras, so you could look under closed doors and around corners too.
If you'd use it, your awareness stats would decrease a lot, since it requires quite some focus. If it's a roof, you'd obviously have to stand up too.
In terms of implementation, the item would need to have it's own limited field of view (FOV). This is the most tricky part. Hmm, maybe you could make it similar to the break lights, but you'd have to add the elevation depending on the use and the light shouldn't be seen by any other being.

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Sergeant
Re: 1.13 Feature requests thread[message #11182] Fri, 09 September 2005 01:45 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1818
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Location: Pleasantville, NJ
I would definately do the animations for the drag fallen comrades out of harm's way/push neutrals out of the way code if someone would want to spend the (considerable I'm sure) ammount of time it would take to code and test these features.
There's no rush on this since I still have yet to finish the other two body types of the crouching and prone LAW animations and then plan on doing the same thing with grenades so you no longer have to stand to use these weapons. After that I'm itching to do the bayonette animation but will make my next project whatever Mugsy thinks he wants to have first.

I'm sorry these things take me so long but - rest assured - they are getting done and I can't wait to see them implemented in the game.

@Snap

I know Ilsa was a hot chick so maybe one or two uniformed Krauts wouldn't be so bad but I'd still love to have the feature of being able to assign all women of all men factions.
The Warriors mod anyone?

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Sergeant Major
Re: 1.13 Feature requests thread[message #11183] Fri, 09 September 2005 01:59 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
Messages:108
Registered:September 2005
Location: Slovenija
Where do you set the gender? You know, with a livecd/cygwin and some guidance, one can do wonders with the *nix commandline. So, if it's in a text file, I will gladly show you the command to change everyone to (fe)male and if it's structured nicely it can be done with factions in mind easily too. I just need the filename.

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Sergeant
Re: 1.13 Feature requests thread[message #11184] Fri, 09 September 2005 02:05 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1818
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Location: Pleasantville, NJ
I only know how to change it in the Beta editor. I haven't had any luck getting a working C compiler and don't even have Excell on any of my computers so when looking at files I have to use the tools developed by the Ja2 modding community and I haven't found one that peers inside the map editor.
You can manually place which gender you want but even this doesn't always work.

If you could make that change it would be a beautiful thing.

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Sergeant Major
Re: 1.13 Feature requests thread[message #11185] Fri, 09 September 2005 02:13 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
Messages:108
Registered:September 2005
Location: Slovenija
Well, I doubt I could make the editor do the work, but there are better tools for the job (I presume).
I will install ja2 tommorow - can you give me any quick hints where to look? A filename would be good.
Unless it's in too ugly binary form, I can help.

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Sergeant
Re: 1.13 Feature requests thread[message #11186] Fri, 09 September 2005 03:22 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Something else I thought of that I would like to look into:

Fixing Civ/Militia/Enemy AI regarding landmines.

Right now, they're useless except for "cheating".

EDIT: Also some more "Options" that can be externalized:

1. Enemy Group size

2. Militia Group size

3. Minimum Patrol Size

4. Soldier spawn rate

+More as I refamiliarize myself with the code.

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First Sergeant

Re: 1.13 Feature requests thread[message #11187] Fri, 09 September 2005 17:41 Go to previous messageGo to next message
Snap is currently offline Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
Here's a wish that used to be quite popular - I am surprised no one has suggested it yet. Forced turn-based. You could probably reuse the end-turn button to enter turn-based from real-time.

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Master Sergeant
Re: 1.13 Feature requests thread[message #11188] Fri, 09 September 2005 22:46 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
I fail to see the benefit of forced turn based, but it could probably be done... what's the benefit?

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First Sergeant

Re: 1.13 Feature requests thread[message #11189] Fri, 09 September 2005 23:02 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:438
Registered:January 2003
Location: Slovenia
you get the first turn in an ambush or when the enemy attacks a sector ,...

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Master Sergeant
Re: 1.13 Feature requests thread[message #11190] Fri, 09 September 2005 23:31 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Bah! Maybe an option, but not a "standard" change.

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First Sergeant

Re: 1.13 Feature requests thread[message #11191] Fri, 09 September 2005 23:41 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
Messages:108
Registered:September 2005
Location: Slovenija
My issue with current turn based mode is with creeping up on enemies - it would be nice if you could be in realtime mode unless you get spotted.

Turn based chunks don't add up to a normal timeline, the response is delayed (unless you make a big boom iirc).

You also can't interrupt enemies you already see. Think of the creeping up part, if you're sneaking behind someone, you're surely notice if he starts turning around... :headbanger:

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Sergeant
Re: 1.13 Feature requests thread[message #11192] Fri, 09 September 2005 23:45 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
Are you sure that Mugsy's multiple Interupt code didn't already fix this situation as well Lynxnyl?

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First Sergeant

Re: 1.13 Feature requests thread[message #11193] Fri, 09 September 2005 23:47 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:438
Registered:January 2003
Location: Slovenia
Quote:
Originally posted by Kaiden:
Bah! Maybe an option, but not a "standard" change.
i agree. but it should be there Very Happy

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Master Sergeant
Re: 1.13 Feature requests thread[message #11194] Fri, 09 September 2005 23:53 Go to previous messageGo to next message
lynxlynxlynx is currently offline lynxlynxlynx

 
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Maybe parts of it. I need to get a new ja2, my cd1 is borked, before I can try it. Should've waited with the post. :headbanger:

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Sergeant
Re: 1.13 Feature requests thread[message #11195] Sat, 10 September 2005 00:16 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
Messages:504
Registered:September 2003
I have multiple copies Smile

2- Original Ja2 2CD v1.03
1- Original Unfinished Business

2- Gold Pack with both of the above v.1.12

1- And WildFire with a Ja2 Only 1.12 CD (including source).

So 5 copies of Ja2, 3 copies of UB, and 1 copy of WildFire. Plus I now have DL, UC, Vengance, 8000+, 8000+ Hard, most JA Tools/cheats for various versions, and patches to different versions all burned on DVD with the CVS Source, several tutorials and guides, etc..

I'm a regular Khor1255 now Razz

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First Sergeant

Re: 1.13 Feature requests thread[message #11196] Sat, 10 September 2005 02:05 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:438
Registered:January 2003
Location: Slovenia
Quote:
Originally posted by lynxnyl:
Maybe parts of it. I need to get a new ja2, my cd1 is borked, before I can try it. Should've waited with the post. :headbanger:
ma

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Master Sergeant
Re: 1.13 Feature requests thread[message #11197] Sat, 10 September 2005 04:43 Go to previous messageGo to next message
Snap is currently offline Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
Forced turn-based is good when you want to toss a grenade before entering a room, for instance. Otherwise the tactic doesn't work - the enemies will get up before you get to them. Or if you are in real-time and need to do something quickly, but can't.

Ideally, I would want a better pause function, which doesn't just freeze everything, but only stops the time flow, while allowing you to do everything that doesn't consume game time (like in Silent Storm). But that's probably too much work for too little benefit.

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Master Sergeant
Re: 1.13 Feature requests thread[message #11198] Sat, 10 September 2005 04:46 Go to previous messageGo to previous message
Snap is currently offline Snap

 
Messages:286
Registered:September 2000
Location: USA (by way of the Old Wo...
Quote:
Originally posted by lynxnyl:
My issue with current turn based mode is with creeping up on enemies - it would be nice if you could be in realtime mode unless you get spotted.
They did this in Silent Storm and it was no good. It would've worked if you were watching your mercs at all times. But think what would happen if your merc was at the other end of the sector and an enemy came into view. You would never know until your merc got spotted.

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Master Sergeant
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