Technical support > Feature Requests
Real-time on UFO: AI. Is it worth the effort?
anonymissimus:
--- Quote from: Visitor on July 22, 2015, 12:34:51 pm ---While I can agree that it may not be worth it for UFO:AI as it'd most likely require a lot of work and restructuring certain mechanics, I can say that I am pretty sure there'd be quite some players wanting real-time with active pause option - games like X-COM: Apocalypse pulled it very well, offering certain tactical maneuvers due to simultaneous movement and coordination of several units and certain better-looking battles (without need of additional effects increasing considerably hardware demands) that turn-based gameplay doesn't allow too well.
--- End quote ---
My statement is not referring to so-called real time games with a feature-rich pause function. The UFO:AI geoscape mode is a primary example. These are de facto turn based as well.
Visitor:
--- Quote from: djogloc on July 22, 2015, 06:19:43 pm ---Together with the cool armors and weapons of UFO AI too. I don't know you, but I think the X-COM Apocalypse armors and weapons are really really ugly.
--- End quote ---
Maybe, though the latter doesn't really affects my point since, like you've pointed out, in hypothetical even if unlikely scenario where UFO:AI would get real-time mode, the weapons and armor would stay the same rather that imported from X-COM: Apocalypse.
--- Quote from: anonymissimus on July 23, 2015, 06:46:11 pm ---My statement is not referring to so-called real time games with a feature-rich pause function. The UFO:AI geoscape mode is a primary example. These are de facto turn based as well.
--- End quote ---
Thanks for clarification. My point touches upon those games because in the context of OPs post, that's how most of the real-time tactical squad games work - with active pause.
--- Quote from: anonymissimus on July 23, 2015, 06:46:11 pm ---These are de facto turn based as well.
--- End quote ---
I would have to disagree with that claim as no one takes turns but the player uses the pause whenever to alter commands followed immediately upon unpausing by all sides and units simultaneously. But that's a side matter and slowly going off-topic.
The point I tried to make, to reiterate is that - I believe - real-time battles as done in X-Com: Apocalypse or even Fallout Tactics (a game which would be really great if not whole slew of bugs and pretty railroaded, simplistic story) would work quite well for many players of UFO:AI but at the same time it would be probably a lot of work - and it won't happen without some skilled, ambitious community member coding and sending the devteam a patch allowing such.
djogloc:
And the maps would need to be redone I think. The weapons in this game are powerful and most of the encounters with the enemy happens in close quarters and medium range. So, in the first seconds of combat 2 or 3 soldiers would die.
Visitor:
--- Quote from: djogloc on July 24, 2015, 05:34:54 pm ---And the maps would need to be redone I think. The weapons in this game are powerful and most of the encounters with the enemy happens in close quarters and medium range. So, in the first seconds of combat 2 or 3 soldiers would die.
--- End quote ---
That problem could be actually easily solved by starting each battle already paused, with units ready for commands. Or slightly adjusting spawn locations of aliens. Or even do it a 'hacky' way and simply make aliens not immediately realize and proceed to Phalanx/civilisan locations for the first few seconds. Or combination of the above.
Rodmar:
I don't think so, and the others said why.
Even with starting already paused and smoking the landing zone, even with adjusting the spawning locations, even with slowing down alien (AI) reactions...
* Aliens (AI) are way too fast, skilled and powerful, until the late game when they are on par with the PHALANX.
* The player could only pause the game before those threats that he manage to spot at time: any threat from behind/side could mean a kill (like currently when a soldier triggers a reaction fire from an unspotted alien). And if a PHALANX casualty or dead may well cause a fast player to hit the Pause key, it wouldn't ensure that the shooter was spotted. How many casualties, then, before the sniper is neutralized?
* The LOS spotting system would be greatly affected, as the AI could "turn the head" of all its units faster than the lone player would. E.g., upon entering a room, without any strong FP view and control system, any scout would be owned by any non-surprised alien. An alien scout on top of a building could survey a large part of the map in seconds, and communicate all the sighted PHALANX's positions to any other alien.
* Afaik, unpaused RT games merely are what's called RT strategy games for a reason. When a threat comes from an unsuspecting side (because fog of war, mist of war, camouflage, LOS, etc...) a counter attack is launched, and all of this is bloody. The winner is the last standing up. In ufoai, the team are so few, the enemy so powerful, and the veterans so valuable, that it would be like a Pyrrhic victory, at most. Better starting a Starcraft mod.
It would be a no fun slaughter.
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