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Discussion / Re: Saving game & replacing units
« on: August 29, 2007, 02:35:51 pm »
Ok, after reading the previous posts I couldn't help myself from commenting on it. Especially the argument about "the original":
The original UFO had in-mission-saving, yes. (And I used it heavily
BUT on the other side the missions were much longer, more aliens, more soldiers (especially with the bigger dropship, ~26 wasn't it?) In Terror from the Deep the missions were even more time consuming: very large and complex maps AND most missions had even 2 maps. - Just remembering the missions on the cruise-ship where you had difficulties just finding the aliens, the save-function was a must after playing for an hour. (BTW I hated that about Terror from the Deep.) I don't want to talk about the titles after TftD, they had maps that really took the fun out of the game.
UFO:AI strayed from the path of "the original" already when the team size was capped at 8 members. The whole game is made around smaller, faster missions. I understand the argument of the "pro-in-mission-save-faction", they want a more original-like UFO:AI and in-mission-saving is only one point of that. But UFO:AI is not the original in high resolution. It is a game of it's own. Some people think that is good others do not - that is ok.
So my oppinion is, that the devs should make it easier to mod the game. In the long run even split the project into an engine- and a game-part like other projects have done. So the argument of the devs "do it yourself" is more realistic than now. In the mean time I have no problem with a missing in-mission-save.
- Poldy
The original UFO had in-mission-saving, yes. (And I used it heavily
BUT on the other side the missions were much longer, more aliens, more soldiers (especially with the bigger dropship, ~26 wasn't it?) In Terror from the Deep the missions were even more time consuming: very large and complex maps AND most missions had even 2 maps. - Just remembering the missions on the cruise-ship where you had difficulties just finding the aliens, the save-function was a must after playing for an hour. (BTW I hated that about Terror from the Deep.) I don't want to talk about the titles after TftD, they had maps that really took the fun out of the game.
UFO:AI strayed from the path of "the original" already when the team size was capped at 8 members. The whole game is made around smaller, faster missions. I understand the argument of the "pro-in-mission-save-faction", they want a more original-like UFO:AI and in-mission-saving is only one point of that. But UFO:AI is not the original in high resolution. It is a game of it's own. Some people think that is good others do not - that is ok.
So my oppinion is, that the devs should make it easier to mod the game. In the long run even split the project into an engine- and a game-part like other projects have done. So the argument of the devs "do it yourself" is more realistic than now. In the mean time I have no problem with a missing in-mission-save.
- Poldy