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Author Topic: My first impressions  (Read 6833 times)

Offline Troberg

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My first impressions
« on: February 15, 2008, 03:04:58 pm »
I've tried UFO:AI for a while now, and I have some thoughts, suggestions and reflections. These are not sorted in any way, and I realize that not all will agree with everything and that some of the ideas are probably underway anyway. Some comments will go beyond the originals, but there's nothing that says that you can't be better.

* I love it. It's like reliving the original games.

* It's beautiful, much neater than the original.

* Aircraft. As far as I can see, only three types are available, and new types can't be researched. A few more would be nice.

* I liked the "auto pause when something happened real time mode" of Apocalypse a lot, it removed a lot of the tedious ordering (such as moving a squad which happens to be at the wrong end of the map) and gave some nice "Shit! Shit! Shit!" moments when something unexpected happened. It also made gameplay faster, without losing detail. I realise that many players don't agree with me on this and that it would be a major rethink, but I just want to mention it.

* Interception. Some kind of visual depiction of the interception, instead of the geoscape, would add a lot. Apocalypse had it, since the scale was different. Perhaps some system like the old board game "Blue Max" or the newer board game "Wings of War", basically "Both sides give orders, then both sides move simultaneously, then whoever has an enemy within their fire arc shoots". Gives a nice dogfight feeling.

* 8 man squads? I miss my 36 man attack teams! OK, I can see why 36 might be difficult to balance, but a bit more than 8 would be nice and allow for more flexible tactics. Maybe 12 or 16? This could also be a way to balance tougher aliens if, as in the original games, coupled to the need to reseach larger aircraft.

* Nighttime geoscape. Simple, yet beautiful.

* I think I'm able to stuff any amount of aircraft into a single hangar (of the correct size).

* Grenades are way too wimpy. I miss the big explosions of the original games. With the current radius, I practically have to stuff the grenade down their throat to get them inside the radius. Grenades should be area clearing weapons. I want to be able to clear a room by having some grenade launcher guys launch a volley of grenades into it.

* I'd love to see multiplayer campaigns. Each player have their own bases, then when a mission begins, the soldiers are divided between the players so everybody has something to do.

* I'd love to see aliens vs human multiplayer, both in missions and in campaigns. A campaign would probably need to bend the story a little, for instance, the aliens have successfully taken over North and South America at the start and have bases there. For balance, humans would lack technology in the beginning, but have plenty of troops, while aliens are superior but few. As the campaign progress, they have the opportunity to overcome these limitations through research.

* Some missions are almost impossible to win without losses. I'm currently stuck on the Italian town mission with two bridges over a canal. There is always some alien getting a nasty long range potshot in. I'm going to try it with a team with better long range capabilities next.

* Names are repeating and sometimes stupid (I mean, having Britney Spears as a soldier?!?!). We need a longer list.

* More stuff. I want more equipment and stuff from the aliens, even if it's not very useful. It adds flavour. Perhaps energy shield, increasing protection from the front only? Not high priority, though.

* Possible future expansion: The underwater stuff, like in UFO2. Would be even cooler in a multiplayer campaign, where the different players would get different responsibilities, effectively creating four teams on two sides (land human, sea human, land alien, sea alien).

* Stealth. In Apocalypse, there was some invisibility device. Some kind of stealth device, perhaps more effective the less you move, would make some difficult maps more manageable, and also allow more different tactics.

* Nice UFOpedia pages. Kudos to whoever wrote them.

* Larger UFOs. I liked the big ships encountered in Apocalypse. Perhaps at the end of the game even large UFOs escorted by smaller, or a strike force of several smaller UFOs, so that the player have a real need to keep building his airforce.

* I want wimpy aliens as well. Imagine getting swarmed by a group of wimpy aliens as you step round a corner. Each one can be killed by a single hit, but there are a lot of them. Somewhat like a swarm of brainsuckers from Apocalypse.

* The dropship has a cannon. It would be nice if it could be operated by a soldier, in order to clear the immediate surroundings.

* The civilians needs some samples when they move, such as "Oh my god, we're gonna die!", "The horror! The horror!", "The aliens! They are everywhere!" and so on. Not that important, but adds feeling.

* It would be nice to be able to switch base even when in a sub-window on the base screen. I always have to go through all bases to find the one that just finished a research project, and having to go back is a bit irritating.

* A lot of odds and ends that needs to be finished, such as psychic abilities, implants, heavy equipment, gas grenades, proximity grenades and so on. I'm sure it will happen, so I don't worry about that.

* Much more variation in the maps than in the original game, with the possible exception of Apocalypse. Nice!

* Reports on the results of interception is a bit to discrete. It's easy to miss the loss of an aircraft.

As you might see from my comments, I personally liked Apocalypse best of the originals...

Overall, though, an excellent effort and easily one of the best open source games out there! Well done, keep it up!

Offline mattheus

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Re: My first impressions
« Reply #1 on: February 15, 2008, 06:11:21 pm »
There are five aircrafts - two of them are researchable. I'm not very sure about 2.2, I have played  development edition some month before 2.2 release and at least then two new crafts were available later. Unfortunately they both are interceptors (or "John Rambo" delivery crafts - one assignable soldier place).

12 (or 16 - limit is not decided yet by TODO list) man squads will sure be available in future, this is in work if you had read forum /TODO list. This and many other things are in TODO list or under consideration : http://ufoai.ninex.info/wiki/index.php/TODO/2.3

I agree with  "It would be nice to be able to switch base even when in a sub-window on the base screen." and "Reports on the results of interception is a bit to discrete. It's easy to miss the loss of an aircraft."

And some things will probably go too far, wont be really usable or give too much development headache, for example: "The dropship has a cannon. It would be nice if it could be operated by a soldier, in order to clear the immediate surroundings." - I think I have seen such thing rejected by developers in forum at least once before.

Offline Troberg

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Re: My first impressions
« Reply #2 on: February 15, 2008, 06:59:31 pm »
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And some things will probably go too far, wont be really usable or give too much development headache

I'm aware that some of the suggestions are big, especially a multiplayer campaign. I'm a professional programmer.

Still, see it as a brainstorming sessions, and maybe some of the big stuff ends up at the bottom of a todo list and manage to surface half a decade later.

Cameron

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Re: My first impressions
« Reply #3 on: February 16, 2008, 06:21:47 am »
I've read that X-COM: Enemy Unknown "inspired" UFO:AI but it obviously isn't complete nor is it going to be an exact clone. Things here will behave slightly differently to the X-COM games because of design decisions.

Well I myself enjoy UFO:AI. There are still lots of gaps when comparing it against Enemy Unknown (It's very close) many are probably down to the developers haven't got round to putting everything in yet. But the game is still quite fun to play at the moment.

I am a member of another game community Simutrans (I have been for years). I've been providing a Starter Guide and Reference Manual PDF to the community for 2 and a half years and I still haven't documented all the features that have been in the game for years.

I've only been a recent user of UFO:AI I love how passionate the members of the UFO:AI game community is.

I can't wait to try out 2.2.1 or 2.3 whenever they become available. The closer It comes to X-COM the more enjoyable it will be.

Offline Silveressa

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Re: My first impressions
« Reply #4 on: February 21, 2008, 07:21:46 am »
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* I think I'm able to stuff any amount of aircraft into a single hangar (of the correct size).

From what I've seen you can hold about 4 small aircraft per small hangar, any more and you get a "not enough space' message. (at least when you're producing them in your workshop anyway.

Quote
* The civilians needs some samples when they move, such as "Oh my god, we're gonna die!", "The horror! The horror!", "The aliens! They are everywhere!" and so on. Not that important, but adds feeling.

I really like this idea, or better yet give them the ability to spot aliens and yell out "Over here help!" or "They're coming for me!" to give you a better idea of which civvies are being threatened so you can prioritize where to move your squad.

Offline eleazar

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Re: My first impressions
« Reply #5 on: February 21, 2008, 11:23:27 am »
* I'd love to see multiplayer campaigns. Each player have their own bases, then when a mission begins, the soldiers are divided between the players so everybody has something to do.

* I'd love to see aliens vs human multiplayer, both in missions and in campaigns. A campaign would probably need to bend the story a little, for instance, the aliens have successfully taken over North and South America at the start and have bases there. For balance, humans would lack technology in the beginning, but have plenty of troops, while aliens are superior but few. As the campaign progress, they have the opportunity to overcome these limitations through research.

Multiplayer campaigns won't work.  The user-controlled fluctuation time-rate is necessary to make campaigns playable, and is not possible with 2 human players.

Offline Silveressa

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Re: My first impressions
« Reply #6 on: February 21, 2008, 11:55:01 am »
Multiplayer campaigns won't work.  The user-controlled fluctuation time-rate is necessary to make campaigns playable, and is not possible with 2 human players.

What about making the time rate flow the same for both players rather than differently? Or perhaps giving player 1 complete control over the time ratio? (this would work well for LAN games at least)

Aiki-Knight

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Re: My first impressions
« Reply #7 on: February 22, 2008, 07:19:51 am »
Let me weigh in:

As others has said, this game is phenomenal. Really - it's incredible. Just as it is, I love it.

Let me enumerate my most primary feedback:

1. KEEP the realistic-looking special-forces-style troops at the beginning. THIS sets the game apart from the rest, and really makes UFO:AI feel realistic in ways all previous games failed to do.
2. Keep the excellent distinction of weapons. Players are clearly rewarded for using different types of weapons in a squad, especially the sniper rifle, and this realism is outstanding. Proper sniper use is very rewarding in this game, and adds tremendous gravity to being smart and realistic with tactics.
3. Keep the fact that there are civilians on every map. THIS is realism. With few exceptions, there would be civilians everywhere. A possible exception might be a dedicated alien base.

Now for some suggestive feedback:
1. I'd like to suggest modifying the maximum number of civilian deaths allowed. Punish heavily when PHALANX kills civilians, but not so much when the aliens kill them. A world-wide campaign against a massive alien invasion could hardly keep civilian casualties so low.
2. Currently, non-PHALANX military personnel tend to run up to agents and stand in front of them, blocking them. This innovation is brilliant and distinctive. If possible, perhaps tweak their AI to run inside the ship, perhaps (if possible) take orders, or fight independently against aliens.
3. Is there a way to model children civilians for immense realism? The civilians are such a genuine aspect of the missions, making them incredibly immediate to the mature player. What would happen if the occasional child were mixed in among more civilians?

Really, I have described this game to friends as "Rainbow Six meets XCOM", and I mean that as THE highest form of praise. This game really feels like you're commanding special forces in a very real, very dark, gritty struggle against very dangerous and cruel invaders. This game possesses a tone not seen since XCOM1, and in many ways far surpasses it. The maps are so various and realistic; it really looks like you're doing missions in real places. Perhaps, if there were a way to make the game open-ended so one could download limitless new maps into the game's treasury, people making new maps after the game is released could continue to grow the diversity of the maps. Like SimCity does with maps and buildings, UFO:AI could take off. New maps dumped into the directories would be randomly selected by the game for each mission.

In any case, I haven't a single complaint. I haven't been this excited about a game in a decade. Thank you. My sincerest thanks.

Offline Troberg

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Re: My first impressions
« Reply #8 on: February 22, 2008, 10:08:31 am »
What about making the time rate flow the same for both players rather than differently? Or perhaps giving player 1 complete control over the time ratio? (this would work well for LAN games at least)

Or run at a fixed pace, but with a pause every new day to manage your bases and all that stuff, and with a pause when something happens (UFO/activity spotted). When an interception is in progress, the game runs at a fixed, slower pace.

Of course, it would make it more turn based and not as fluid, but given that multiplayer campaigns would be possible, it would be worth the sarifice.

----

Some more suggestions:

* Since the game is rendered in real 3D anyway, not bitmapped fake isometric 3D like the "originals", why not implement a "cool cam". When something important/cool happens, zoom in to a closeup view (as close as the current 3D models can handle) of what's happening. For instance, when one of your troops get killed, place the camera a few squares away from him, along the line of fire that hit him. The same goes for killing an enemy. This could probably be extended to include other events as well, such as "Alien spotted", "Taking fire", "Grenade thrown", "Shooting at alien", "Civilian killed", "Civilian spotted" and so on, perhaps user selectable to avoid cool cam spamming. It would probably not be that difficult to implement, all the stuff is already in place, it's just a matter of sometimes moving the camera to another position. The camera is already moved, it's just a matter of moving it to the eye level of the troops instead. It would certainly increase the immersiveness and the feeling of creepy aliens sneaking up on you with their anal probes ready...  :o It would feel more like being the soldier, suddenly seeing something out of the corner of his eye. It would also help giving a sense of how three-dimensional the maps are, and lessen the feeling of them being stacked slices. I know the 3D models might not be designed for closeups, but I think that for fast flashes like these, it can be enough.

* Machineguns. Why are they less powerful than assault rifles, and why does their accuracy increase so little when crouching? I would suggest giving them more power and make them wildly inaccurate when fired standing, but accurate and hard hitting when crouched. Also make them fairly cheap in TU for crouched snap fire, to simulate their capacity for suppressive fire. On the other hand, they can be heavy and cumbersome.

* I think the text is wrong after an interception. After a successful intercept, I get "You have lost a battle...". If that's a loss, I don't want to win.

* The aliens have an AI that understands "hit & run". Often, they appear, fire at me and disappear again. I like that.

* I mentioned Blue Max as an inspiration to how interceptions could be handled. Rules can be found here: http://www.eaglesmax.com/ , and an online variant of the game can be found here: http://www.youplay.it/play/main.asp .

Starship_Yard

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Re: My first impressions
« Reply #9 on: February 23, 2008, 12:55:28 am »

* I think the text is wrong after an interception. After a successful intercept, I get "You have lost a battle...". If that's a loss, I don't want to win.


The text "You have lost a battle..." comes in when one of your interceptors is shot down.  Each interceptor attacking a target is considered a separate battle right now, hence the analysis if yours goes down.  But it does really get me that I can win the air battle, have a new crash site appear and then 1/2 way back to base my interceptor vanishes (crashes) and I get "you have lost the battle".

Brett

Offline shevegen

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Re: My first impressions
« Reply #10 on: February 23, 2008, 05:17:07 am »
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I realise that many players don't agree with me on this and that it would be a major rethink, but I just want to mention it.

I agree with you, however I like BOTH ways (in UFO 1 and UFO 3 Apocalypse)

But one thing, in either case, I would like to see would be grouping, so that I can at least either rearrange the numbers of the units, or that i can put them into groups or otherwise move them together.

Its a little bit annoying to misclick, and do so on individual units