General > Discussion

Save in Combat

<< < (8/16) > >>

SpaceWombat:
You are right. My point was more about my own perspective.
If I have 3 savegames (or 2). And the difficulty is not affected by this because nobody uses -in an excessive way- the "look around the corner and reload" thing I will be able to save when I feel comfortable with the progress while not having to quit and the additional option to save and quit if I need to go.

I can reload from a point I was developing good instead of replaying the whole mission if I fail at some point ("soft cheating" if you want, merely because of convenience) while the restrictions will hold me from real cheating abuse. I though of this as a good compromise which might be useful for everyone

If you want to keep it strict of course Sacrusha's thought is better.

Psawhn:
A forced quit after a save in a tactical mission, combined with deleting the saved file after load, I think would be the best way to go. If the player desperately wants to manually copy a backup of their save file... well, it might just be too much trouble to use some authentication scheme rather than just letting them do it. On the extreme end, players could conceivably just save the memory state of the program, and there's no defense against that.

But if the player finds it too cumbersome to save-backup-load (then to reload, quit-restore-load), then the job has been accomplished, hasn't it? :)

Sacrusha:

--- Quote from: SpaceWombat on February 06, 2008, 06:19:40 pm ---You are right. My point was more about my own perspective.
If I have 3 savegames (or 2). And the difficulty is not affected by this because nobody uses -in an excessive way- the "look around the corner and reload" thing I will be able to save when I feel comfortable with the progress while not having to quit and the additional option to save and quit if I need to go.

I can reload from a point I was developing good instead of replaying the whole mission if I fail at some point ("soft cheating" if you want, merely because of convenience) while the restrictions will hold me from real cheating abuse. I though of this as a good compromise which might be useful for everyone

If you want to keep it strict of course Sacrusha's thought is better.

--- End quote ---
It's certainly a way of doing it. However, I don't have any experience with a game that has limited saves with missions that take < 1h a piece, so I don't really know if the limited saves would bother a player if he wanted to/had to shut down the computer mid-mission.

The way I see it, the "save and quit" and the "x saves per mission" could both implemented as independant features in the same game. But "x saves per mission" would slightly alter gameplay and therefore have to be discussed as a gameplay change, while the option to quit the game and resume where you left should not be opposed by anyone, as long as it can't be abused.


--- Quote from: Psawhn on February 06, 2008, 06:31:14 pm ---But if the player finds it too cumbersome to save-backup-load (then to reload, quit-restore-load), then the job has been accomplished, hasn't it? :)

--- End quote ---
Actually, only if there isn't a vocal minority that doesn't find it too cumbersome to do, but sufficiently cumbersome to complain about it. Maybe a little tweak that includes the current time in the savegame and doesn't allow you to load until ~2-3 minutes have passed since the "safe and quit" would be enough? (it also takes you roughly two minutes to edit that part in the file and restart the game)

SpaceWombat:
Well I think we do not have to bother with the prevention of cheating like in an online shooter. It should be enough to make a clear stand how it is intended to be in the way the saving and loading works.

If someone wants to cheat he certainly can and if someone is willing to invest time and effort to gain a little advantage... he doesn't hurt anyone but himself.

If it is quit and save it would be to bothersome for me to "cheat" and it would be easier to replay the complete mission than to start editing files or something like this.
It is not worth the effort to implement a maximum cheat prevention system in my opinion.

rooskipow:
 I prefer the "no save in combat" for the tension but I could see allowing 1 save in case a mission runs long and I actually have to do something in RL...Yuk,sunlight,people
 I haven't minded doing any mission over as they are the most fun I've had since X-com.
 I'm old. I love turn based. It was good enough for my father and my fathers father.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version