project-navigation
Personal tools

Author Topic: Unimplemented Game Features FAQ  (Read 8706 times)

Offline Duke

  • Administrator
  • PHALANX veteran
  • *****
  • Posts: 1037
    • View Profile
Unimplemented Game Features FAQ
« on: December 04, 2008, 11:08:01 pm »
That reminds me that I volunteered to write an article about it. As the reaction on my proposal wasn't too enthusiastic, that slided down my priority list...

Ok, here is a 1st draft...

Destructible terrain
I found a paragraph in the Manual/FAQ section of the wiki that could be reused here.

Saves in battlescape:
First, it's a thoughtful design decision of the devs that are in the lead of the project. They simpy do not *want* it, and that is enough reason.
The idea is, that being able to restore after a bad move would take a lot of the tension away, making it a different game.
No reasoning brought up in the past did change their mind. Among the reasons were:

- after playing successfully, my favourite soldier is killed by the last alien remaining.
  Solution: keep up you concentration and caution until the mission is really done.
- after playing successfully for several hours and 30++ rounds, it's 4 am and I need to go to bed.
  Solution: start to play earlier in the evening. With some experience gained, you will also play faster.
- restrict the saving somehow so it can't be exploited. Attempts included: only autosave every 5th round, allow reload not before 12 RL hours have passed,...
  Result: each and every restriction suggested could be proven to be exploitable.
- make it a configurable option at campaign start.
  There would be no reason to disable that option.
 
There is also a technical reason. Adding that feature is not just like two more function calls somewhere in the battlescape code.
There is quite some additional data in battle which the current code doesn't have load/save routines for, including position and morale of the soldiers, aliens and civilians, dropped items and corpses on the ground etc.
So in addition to being unwanted, this feature would also require quite an amount of work.

Engine change
coming up later...
« Last Edit: December 04, 2008, 11:58:27 pm by Duke »

Offline shevegen

  • Squad Leader
  • ****
  • Posts: 224
    • View Profile
Unimplemented Game Features FAQ
« Reply #1 on: December 06, 2008, 11:56:25 pm »
I think it is better to start a new thread for this.

Offline Duke

  • Administrator
  • PHALANX veteran
  • *****
  • Posts: 1037
    • View Profile
Unimplemented Game Features FAQ
« Reply #2 on: December 07, 2008, 10:16:09 pm »
Agreed.

@admin:
Does the forum engine allow for splitting threads ?  If it does, would you please ?

Offline Winter

  • Captain
  • *****
  • Posts: 829
    • View Profile
    • Street of Eyes: The Writing of Ryan A. Span
Re: Unimplemented Game Features FAQ
« Reply #3 on: December 08, 2008, 12:47:12 am »
ASK AND IT IS DONE.

Regards,
Winter

Offline Duke

  • Administrator
  • PHALANX veteran
  • *****
  • Posts: 1037
    • View Profile
Re: Unimplemented Game Features FAQ
« Reply #4 on: December 08, 2008, 08:30:38 pm »
Thx, Winter :)

@All:
Regarding what I wrote about battlescape saves:
- is it correct ?
- is the style appropriate for this community ?
- is it complete ?
Especially in the 'avoid exploit' part I'd like to list as many suggestions as possible.

Up for discussion...

hotdog

  • Guest
Re: Unimplemented Game Features FAQ
« Reply #5 on: December 09, 2008, 03:55:37 am »
I say features that are not critical to gameplay should come after the final version. Especially since people will mod this game anyways. The dev team should focus on just "finishing" the game and leave these little optional features to the fanbase until they balance out the already existing ones. Maybe they can take a little break after finishing and then come back to improve on the game? Logically it's the best plan. Easier to repair a boat after it's finished than it is to repair it before it's even done.

canahari

  • Guest
Re: Unimplemented Game Features FAQ
« Reply #6 on: December 29, 2008, 07:38:14 pm »
Let me add one: saving soldiers' inventory, so that we don't have to reequip them after assigning/deassigning :)

canahari

  • Guest
Re: Unimplemented Game Features FAQ
« Reply #7 on: December 29, 2008, 07:42:52 pm »
And improving of soldiers after missions and/or training.

Offline DuKe2112

  • Squad Leader
  • ****
  • Posts: 102
    • View Profile
Re: Unimplemented Game Features FAQ
« Reply #8 on: December 29, 2008, 08:21:35 pm »
There are plans to include templates for the soldiers inventory.
And they have been improving after missions for a long time now.

hotdog

  • Guest
Re: Unimplemented Game Features FAQ
« Reply #9 on: December 29, 2008, 11:41:30 pm »
Yeah you think I got this 89 explosives skill *naturally*?

canahari

  • Guest
Re: Unimplemented Game Features FAQ
« Reply #10 on: December 30, 2008, 11:52:39 am »
And they have been improving after missions for a long time now.

Uah, I'm very sorry. I haven't been playing with the stable for a long time now, I didn't remember that :(.
In the past few days I've been trying the dev branch, and I haven't experienced any improving. (Maybe I played too few battles, because of the impassable tiles and all.)

canahari

  • Guest
Re: Unimplemented Game Features FAQ
« Reply #11 on: January 01, 2009, 02:31:42 pm »
And what about more-than-8-person teams?

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
Re: Unimplemented Game Features FAQ
« Reply #12 on: January 01, 2009, 02:54:39 pm »
We need a new GUI that can handle them first.

Gamer02

  • Guest
Re: Unimplemented Game Features FAQ
« Reply #13 on: February 04, 2009, 09:23:38 pm »
Umm just a question about unimplemented game features: Is there really proning in 2.3? (the needler wiki made me ask that)

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
Re: Unimplemented Game Features FAQ
« Reply #14 on: February 04, 2009, 11:42:22 pm »
No, there's no proning yet.