Zarel's Improved Campaign planning
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theArmourer
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Re: Zarel's Improved Campaign planning
I was using that as an example.
But on your example, was it ever possible for you to loose aside from the timer? e.x. the last Alpha mission, after you land there their is about 5-5:30 tense minutes where the Paradigm is attacking, then almost nothing.
But on your example, was it ever possible for you to loose aside from the timer? e.x. the last Alpha mission, after you land there their is about 5-5:30 tense minutes where the Paradigm is attacking, then almost nothing.
~theArmourer
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Zarel
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Re: Zarel's Improved Campaign planning
One would deduce that the proper solution would be to add more enemies later on, rather than tack on a timer.
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Assault Gunner
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Re: Zarel's Improved Campaign planning
Yeah, that's what I was thinking too. I like the idea of more enemies rather than a timer because larger tanks move glacially, especially with decent weapons.
"There is no greater Void than the one between your ears." - Void Ray, StarCraft 2.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
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Pangaea
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Re: Zarel's Improved Campaign planning
Think Beta 10 is a good example too, the one where the guide recommends us to recycle-rebuild the whole army. This takes a lot of time, so you naturally get into trouble with the timer (think it was 1:00h). I didn't even have time to mess up all the bases for experience as I needed to move further to get the last artifact so I had time for all the rebuilding. Even so, it was a matter of seconds at the end.
Scrapping the timer for most missions is a good idea I think. There aren't that many missions where it makes great sense to have a timer.
How about some kind of facility to store power? As missions progress this can be updated to store more, so we can't just get silly amounts early on by letting the game run overnight or something.
Scrapping the timer for most missions is a good idea I think. There aren't that many missions where it makes great sense to have a timer.
How about some kind of facility to store power? As missions progress this can be updated to store more, so we can't just get silly amounts early on by letting the game run overnight or something.
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Mats
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Re: Zarel's Improved Campaign planning
Most of the levels are really easy with no timer. You basically never lose (even on hard) to the enemy droids. The only thing that can make you lose is the timer. The campaign will need to have enemies that can actually destroy you rather than just delay your inevitable winning of each level.
Full of ideas - Most are probably useless. Feel free to ignore them 
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Assault Gunner
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Re: Zarel's Improved Campaign planning
So then that would be an improvement. See? It can work without a timer.
"There is no greater Void than the one between your ears." - Void Ray, StarCraft 2.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
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TVR
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Re: Zarel's Improved Campaign planning
There are 2 possible situations that occur if the time limit is removed in order to make the missions easier to complete:
1)If there is a limited amount of power per mission, then lousy players will eventually run out of power and still have to reload their saves.
2)If there is an unlimited amount of power per mission, you could expect lousy players to spend 2+ hours building up to the unit cap, and then blowing it all on an attack-move command, essentially no different from the Supreme Commander single-player campaign.
1)If there is a limited amount of power per mission, then lousy players will eventually run out of power and still have to reload their saves.
2)If there is an unlimited amount of power per mission, you could expect lousy players to spend 2+ hours building up to the unit cap, and then blowing it all on an attack-move command, essentially no different from the Supreme Commander single-player campaign.
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Zarel
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Re: Zarel's Improved Campaign planning
We could lower the unit cap further, to make this less feasible?TVR wrote:2)If there is an unlimited amount of power per mission, you could expect lousy players to spend 2+ hours building up to the unit cap, and then blowing it all on an attack-move command, essentially no different from the Supreme Commander single-player campaign.
I don't entirely know how to deal with this problem, but I don't think it's that big of a deal - it doesn't prevent good players from playing well, anyway, and there will be timed missions to prevent lousy players from using the same strategy for every mission.
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macuser
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Re: Zarel's Improved Campaign planning
This is just my 2 cents... if the main objective is to make the campaign slightly easier by getting rid of the time limit - what about just adding a little more time or perhaps a little more oil - just some food for thought
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System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
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Zarel
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Re: Zarel's Improved Campaign planning
It's not about making the campaign slightly easier, it's to set the mood - to have some scenarios seem less rushed (so the ones with time limits will seem more rushed), while still offering a challenge.
Plus, actually making the enemy attack you would probably make the game more fun than simply adding more time or more oil.
Plus, actually making the enemy attack you would probably make the game more fun than simply adding more time or more oil.
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Olrox
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Re: Zarel's Improved Campaign planning
Also, we'll have many of the MP techs in-game: The enemies will need to have different behaviors, or it'll look silly. Another nice thing about having more enemies is that you can get units with more experience.Zarel wrote:It's not about making the campaign slightly easier, it's to set the mood - to have some scenarios seem less rushed (so the ones with time limits will seem more rushed), while still offering a challenge.
Plus, actually making the enemy attack you would probably make the game more fun than simply adding more time or more oil.
BTW, your "Artveloper" tag is too awesome, Zarel
Would be even more awesome if you've made your name look like Zarel
~Olrox
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Zarel
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Re: Zarel's Improved Campaign planning
^_^ I'm not sure if it should be permanent, though. I'm afraid it could seem a bit arrogant if I kept it, long-term, in a "look at me, I can do everything" sense. Heck, the only reason it doesn't say ARTVELOPSTER is because that didn't fit.Olrox wrote:BTW, your "Artveloper" tag is too awesome, Zarel![]()
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Olrox
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Re: Zarel's Improved Campaign planning
Artvelopster cracked me up, hahahahahahahahaZarel wrote:Heck, the only reason it doesn't say ARTVELOPSTER is because that didn't fit.
Well, in the first moment it definetely looked a bit boastful, but hey, you surely do a bit of everything, and a great deal of some things. But maybe some people would be confused with that, thinking that you're fake or something
But oh, well - I was wondering, will your improved campaign include (minor or not) changes to the maps?
~Olrox
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Zarel
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Re: Zarel's Improved Campaign planning
The other problem with "Artvelopster" is that Kamaze would probably object.Olrox wrote:Artvelopster cracked me up, hahahahahahahaha![]()
Well, I'll probably retire it in a week or so. The question is, will I retire to Developer or Artist?Olrox wrote:Well, in the first moment it definetely looked a bit boastful, but hey, you surely do a bit of everything, and a great deal of some things. But maybe some people would be confused with that, thinking that you're fake or something![]()
Well, I sure won't change them myself, but if someone else wanted to...Olrox wrote:But oh, well - I was wondering, will your improved campaign include (minor or not) changes to the maps?
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Olrox
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Re: Zarel's Improved Campaign planning
Maybe try to convince him of adding "WZ Hybrid"Zarel wrote:Well, I'll probably retire it in a week or so. The question is, will I retire to Developer or Artist?
I think that probably some guys could wonder "why is an artist making balance changes and fixing bugs?", probably they wouldn't think it's so strange that a developer is producing art
If you decide that some changes are needed you can count on me. I was thinking that because, on some maps, to make the enemies tougher or make them send forces to attack you more often, maybe you'd need more space in bases for factories, or something. Also, adding oil resources for the enemies in away missions would really be nice (can the oil derrick be blocked like base structures in those? So that the player can't build them).Zarel wrote:Well, I sure won't change them myself, but if someone else wanted to...Olrox wrote:But oh, well - I was wondering, will your improved campaign include (minor or not) changes to the maps?
~Olrox