General > Discussion
Save in Combat
DaNippers:
I like saving during a mission myself, and I disagree that it detracts from the fear factor of the game (Only game that ever really scared me was Resident evil when it first came out and F.E.A.R lol all pop up scare tactics lol). As for the should it be implimented? Well, yes and no, lol The development team don't want it in, then don't add it, My tactics stink but so long as there is a Auto save at mission start or a way to save at mission start I'm fine... Fussing over where I last saved is a Bit of an Annoying feature in some UFO games, Most have a Save at mission start so If I goof I can Redoo the mission, As for it making the game too easy to start from the begining? ummm and Knowing WHERE the enemy is makes it less easy? lol That I noticed, generally when you restart the Mission in this game, It loads everything BACK to the beginning, lol Precognition is a POWERFUL Ability, STart charging Skill points for that lol
But again, I'm fine with whatever Development adopts....
P.S.: When do we get to see more new stuff e.g. whens an update? *Wrings my hands and Drools like eyegore* lol
AndyBrown:
Just want to add my two cents that no battlescape saves sucks bigtime, for most of the reasons previously posted. I willl quite often play some other game because I've only got half-an-hour on the computer and I don't think that'll be enough time to clear some of the larger battlescape maps.
Leaving this feature out of the game is simply bad game design. It doesn't increase my fear of any battlescape scenario. It just pisses me off and makes me think about playing something else. If I paid money for this game, I would be upset. Because it's free, I'm happy just to grumble :)
Cheers,
Andy
TumbleWeed:
What if there were two versions UFO: AI, the 'Hardcore' release with no in-combat save function and a 'Cakewalk' release which would have unlimited saves during combat. One for those who wish to deny themselves the easy save, and one for those wish more relaxed gameplay. (It's pretty hard to resist saving the game if it can be done easily). Or maybe give the player limited number of in-combat saves, tied to the difficulty level. Or maybe just the option for Ironman mode when choosing the difficulty upon starting a new game (a la Jagged Alliance 2 v1.13).
SpaceWombat:
What I wonder about is how many people have problems with tactical mission time here. Games with less gentle saviong options which take much more time (and are much more boring) have huge success in the world. So either we Ufo:AI players are a different kind or a minority tries to get the more convenient way for themselves through. ;)
Anyway, if we are about to make a compromise I would support something like 1-3 fresh extra save slots per tactical mission (we already have one at the beginning since we can restart the mission and before that you are free to save). This way you cannot abuse the feature with mass saving. Therefore it does not change the difficulty level too much. Everyone can be happy and we do not tempt weak characters like myself into choosing the easy way or deciding perfect play is an obligation. ;D
Sacrusha:
--- Quote from: SpaceWombat on February 05, 2008, 05:58:04 pm ---What I wonder about is how many people have problems with tactical mission time here. Games with less gentle saviong options which take much more time (and are much more boring) have huge success in the world. So either we Ufo:AI players are a different kind or a minority tries to get the more convenient way for themselves through. ;)
Anyway, if we are about to make a compromise I would support something like 1-3 fresh extra save slots per tactical mission (we already have one at the beginning since we can restart the mission and before that you are free to save). This way you cannot abuse the feature with mass saving. Therefore it does not change the difficulty level too much. Everyone can be happy and we do not tempt weak characters like myself into choosing the easy way or deciding perfect play is an obligation. ;D
--- End quote ---
The problem with x saves is one I observed in Daikatana (old 3d Shooter, where you used "save crystals" that where scattered among levels). As an effect, the player will use the saves to win the mission with less losses, and feel penalized when he has to safe and quit because he has to sacrifice one of the saves which he wanted to use to win the mission.
So x saves makes the mission easier by allowing save/load tactics, but doesn't necessarily allow the player to quit the game and resume where he left at any time. The only reasonable option that doesn't make safe/load a tactical feature is a "safe and quit" button combined with some additional precautions to avoid the "safe and quit"-"backup save file"-"load" people (who would complain that safe/load is so cumbersome).
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