General > Discussion
New user, with a suggestion you've heard 100 times, and some feedback
anonymissimus:
Those mission targets sound interesting - is it more than just "kill all of the aliens" ?
In a base attack there could e.g. be a target to kill those aliens in the vicinity of that PSI transmitter only or similar, you get the idea. That would be pretty logical too, instead of tracking down every last alien, disable the base. Just an idea I just had.
--- Quote from: ShipIt on October 29, 2015, 07:03:31 am ---I am for sure would be able to ignore whatever you write if I just wanted to.
--- End quote ---
Ignore me, but ignoring the fact that reproducing and tracking down battlescape bugs by using battlescape saves was much easier would be...illogical? For instance, it's totally possible for this issue to be fixed already, if only I had been able to save in those situations, as that would probably have enabled me to nail down the exact circumstances triggering the bug. As it needs repeated restarts from the same situation, it requires keeping the save file. So the behavior would be cheating, assuming playing circumstances.
A very long time ago, wesnoth did also not allow saving while a scenario is already running I was told, only at the start or end of a scenario, similar to UFO:AI does at present. I don't want to imagine what the game's stability in combat would be like without "battlescape saves"...
--- Quote from: Rodmar on October 29, 2015, 01:17:59 pm ---Is it the map and the AI, or is it the way we play?
--- End quote ---
The way of playing ?
I may be able to do an attack onto a small alien base in 3 hours, but anything less is just suicide. There's also the problem that you don't know the size of the base and therefore the length previously, perhaps that could be given as a hint ?
It's not as if attacks on alien bases would be rare or something, in 2.4 it ended the campaign. But in 2.5 or 2.6 I destroy at the very least 3 bases or so until the campaign ends, up to maybe 10. And that despite shooting down supply ships as soon as possible, usually.
Rodmar:
For now, we may only have hints on the briefing screen, just before entering a mission (and this is quite logical).Their are still to be improved (with those tactical hints and estimates).
We could also have these briefing screens open when we click on a mission locator on the geoscape.
It's true that currently, the estimated length and other characteristics of a mission is something we learn by playing; if we take note of this, I mean.
As a workaround, we could have sensors (i.e. a toggle sensor option) that would add pings on the radar screen, bypassing the visibility system. Now the challenge would reduce to: how to find and kill them. Not kidding, this could be like an "accessibility" option that would basically change temporarily the duration of a mission (by making it easier to find the enemy), as if it would be possible to dynamically change the difficulty settings from within the campaign.
People would use this option until the game is enhanced, or they get bored to not have as much as challenge anymore. And when they are ready for a few hours gaming session, they could toggle the option back, to return to normal gameplay. That way, there is no battlescape save management to implement, and people would do as I do: saving before entering a mission, and reloading (on another day if time is short) in case of disaster, or if any valuable NCO or officer get KIA.
anonymissimus:
--- Quote from: Rodmar on October 29, 2015, 04:03:35 pm ---As a workaround, we could have sensors (i.e. a toggle sensor option) that would add pings on the radar screen, bypassing the visibility system. Now the challenge would reduce to: how to find and kill them. Not kidding, this could be like an "accessibility" option that would basically change temporarily the duration of a mission (by making it easier to find the enemy), as if it would be possible to dynamically change the difficulty settings from within the campaign.
--- End quote ---
That basically makes every map similar to a base defense, when one soldier stays in the camera room ? Our AI's main strength however is its cheat, knowing when and how to reach and shoot at a soldier previously to doing it. That way I can ensure to always stay out of reach, as in a base defense. Not very funny.
--- Quote ---That way, there is no battlescape save management to implement, and people would do as I do: saving before entering a mission, and reloading (on another day if time is short) in case of disaster, or if any valuable NCO or officer get KIA.
--- End quote ---
Please mind my point about battlescape bug reproduction as well. Something a player who also reports bugs should understand.
ShipIt:
--- Quote from: anonymissimus on October 29, 2015, 03:52:12 pm ---Those mission targets sound interesting - is it more than just "kill all of the aliens" ?
--- End quote ---
Usually this is "Secure a certain area for a given number of turns to win the mission.", but there a several other possibilities to use it.
--- Quote from: anonymissimus on October 29, 2015, 03:52:12 pm ---In a base attack there could e.g. be a target to kill those aliens in the vicinity of that PSI transmitter only or similar, you get the idea. That would be pretty logical too, instead of tracking down every last alien, disable the base. Just an idea I just had.
--- End quote ---
Well, right now you have to secure the power core and the PSI-device for some turns to win the alien base mission. As the AI actively tries to prevent the player from reaching his objectives, this plays different and thus is a nice addition
The same goes for Mansion, where you can win by securing the "panik room", instead of crawling through every chamber looking for this last, lonely Bloodspider hiding in some corner. In base defence, aliens now will try to blow up you Power Plant, Antimatter Storage or Command Center in order to win. Also, in battlescape missions your dropship (Firebird only) is now a target for aliens.
Right now we are about to sort out how to display the information needed for the player, as this is confusing as is. Unfortunately our buildbot died some time ago, so there is no other chance than self-compiling 2.6-dev to check things out.
Rodmar:
--- Quote from: anonymissimus on October 29, 2015, 06:45:23 pm ---Not very funny.
--- End quote ---
It would be a workaround, while we're waiting for a better AI.
Moreover, I doubt a better AI (and map objectives) will completely change the fact that a full turn takes up to 5 minutes, and any player with less than half an hour of past time keep finding missions too long. That's why I said "accessibility". But perhaps a roguelike is not like counterstrikelike, I don't know.
--- Quote from: anonymissimus on October 29, 2015, 06:45:23 pm ---Please mind my point about battlescape bug reproduction as well. Something a player who also reports bugs should understand.
--- End quote ---
It's because I play on v2.5 stable, and the only bugs I spot on are "static" and easily reproducible (no need so far for a saved game). Though I'm still trying to reproduce some weird side effects when you add employees to a nearly completed task, or when you transfer things, and there's no more room when they arrive, etc. :)
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version