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Saracen

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Everything posted by Saracen

  1. Without Fog of war it is not an RTS. Strategy and tactical gameplay is the key, and going into the unknown is what allows these keys to work. I defy anybody who claims to be a Star Wars Purist who thinks it's not necessary due to realism issues... Stuff realism here for a moment will you! This is not a first person shooter! Why would you want to see what the enemy is doing at all times... or to further my point, would you want the enemy to see what you're doing at all times? Is being led by the hand your only option because you find the concept of Fog of War too difficult to grasp? Every RTS in history has used it in some form. It may be transparent, it may be jet black, but it's there! This gameplay mechanic keeps the RTS within it's Genre... It was never a written rule, but it is a rule that all RTS developers choose to abide by!
  2. Alot of the sounds are placeholders. The tutorials are somewhat different since they are closer to the official sandboxes. But please, for gods sake stop whining about the certain elements that will be (or even have been) sorted out. Sure feedback is apprieciated, but why on earth moan so god damn much about it. OK, you've made your point. Allow Delphi to comment on these things then extract the information from that to further a discussion. I've known Delphi from the Westwood years. He's not going to give responses to threads like this if they are not constructive! Demos can help determine a decision to buy a game or not. But to cry to mom about a certain hero that probably hasn't gone through full balance testing in that current build is pathetic. In games development, the coding and initial development are the most important things, while ironing out the huge bugs that lie present within. Things like adding fully detailed models, final sounds and sound FX and balancing is done last. Balancing is where Delphi and the whole team get in and play games, as well as observe the games being played. Notes are taken all over the show. and comments are made by the players to any bugs, or balancing issues that are of huge concern. Only once all of the major balancing is corrected, and the game is considered balanced, will it be brought forward to "Gold" Status. While all the discs are being burnt from the Gold discs. The team don't just sit back and relax. This is the time to put in some of the most intensive games to ensure the balancing in all maps, on all units, and every aspect are correct as possible. If major issues arise and things are not correct, or how they like it, the programmers and designers will boot up their Machines, go into the relevant program and modify the necessary components. This will go all the way to launch. And if there are things to be addressed, a patch will come available on or very shortly after release. All this balancing will continue way after launch until Petroglyph are happy that their product is as close to the vision and mission statements that they set out to achieve. There is still alot of work being done, and it will continue to be done. Do not rule anything out until the full product has been reviewed by the majority of online and offline magazines... As well as the fansites who will give you a gamers perspective. Until then, make constructive criticism, or (and this is not like me) STFU!
  3. When the health bar goes down it is spread as an average health across the group. When one dies you lose the fire power, but the health of the rest stay the same as that average. So when it comes to healing the guys, all will be returned to full health but the firepower will be less.
  4. It's based loosely on this term: sandbox n. 1. (also `sandbox, the') Common term for the R&D department at many software and computer companies (where hackers in commercial environments are likely to be found). Half-derisive, but reflects the truth that research is a form of creative play. Comparisons are: playpen (IBM) A room where programmers work. In other words. The guys "Sandbox map" is where all balancing and testing is done for a particular map, and will depend what features will be included. This map in the demo is one such sandbox, where the Jawas are on an alien planet. The Jawa's will most likely be replaced with the Twi'Leks or even a small enemy encampment. The map's initial features are simply a play around and not all will be in the final build. The official Sandbox map, is a map that is almost complete and all things are agreed on, yet there are some minor issues still to be set in stone like structural placements within a strategically located base, or correction of AI waypoints, things like that.
  5. Does it blow things up too? Is it voice activated so if you happen to say "Red 5" you here the firing of torpedos before it self destructs? No? Never mind, but still a cool thing to have ;D
  6. I'm really beginning to question this communities knowledge and perception of what game programming is about. Why are graphics, realism, and every single minature aspect so damn important to everybody, in a Demo? While I respect what you have to say here Cain, What you are asking for may be in the full game. People need to realise this, this game is off an earlier build so certain animations, sounds Graphical improvements might not yet have been added.. Realism in RTS games is never an easy thing to do. Make it too mechanically realistic, you have problems with the game being too hard, and not that much fun. Don't put enough in, the game feels like C&C: Red Alert 2 ;D It's similar to Graphical Realism, Put too much in, you raise the poly count and therefore the minimum system specification, don't put enough in you get C&C: Red Alert 2 Similar lines go for Game Features. You put too many in, the game only gets bought by purists cos the game is too complicated, make too little like a terrible map generator and no game speed slider, everyone seems to buy it and you call it C&C: Red Alert 2. And on further similar lines, if you get a small company trying to give the game their best shot, and you have a huge publishing company demanding it be released by a certain date, you get things left out and a game that the purists are not happy about. Like C&C: Red Alert 2. My point apart from hating Red Alert 2? Quite simply put, and I'll summarise here. You can't ask for everything in this world. The Demo's an earlier version of the game. Time put on developers to create a game puts the pressure on. Therefore sacrifices have to be made. Somewhere in the middle of all this Demo and the final product are the extra features and elements that have been put into the game since that demo. The community fails to take on board that these extra features are in the game and count the demo as the final product!
  7. Negetivity and lack of respect ruins communities. It may take time, but the C&C community is nothing but a shell that is full of disarray. I've been in the C&C community for 9 years. I have put alot of heart and soul into it, and now, I hate what it has become. Everyone bickers, disrespects, and flames. There is seemingly no structure and no life to the C&C community, and I for one do not wish to see that happen here. At PFF, the admins and mods need to tighten down on the non-constructive idiocy from the very start. Otherwise we'll have a community made up of mostly disrespectful scum like the C&C community. Do not let anyone, anywhere turn to the darkside.
  8. As has been stated time and time and time again. This is an early build of the game. The polish and extra work that has gone into this game may make a whole lot of difference. The guys at Petroglyph have put in a lot of work since this build and the final release. Things can change, and usually do. While I understand people's frustrations, you have to remember despite the talent and experience at Petroglyph, this is their first game as a company. If Empire at War does not make the impact they predict, they will take a look at where they went wrong, learn from it, and carry on. But one thing that really annoys me, if people can't stand a game, and all they wanna do is shoot down every effort being made. Then why do you want to be part of a community. Whatever you do, don't start being negetive and ripping things apart. The next thing you'll get is a community that'll all do the same thing. I've seen the C&C comunity do this and the worst thing about it now is, is that it's falling apart. If you cannot be constructive, and respect the views of other people, as well as the games the developers make for a community, then don't let the door hit you on the way out.
  9. HAHAHA, so, so true This is why, as long as Delphi runs a community, we will always have the best updates and interaction of any community in the world. Delphi's experience and commitment is absolutely second to none. I dare anybody to find a better community manager that comes close. I love the fact that you can come into a forum and see the dev teams also posting their thoughts and commiting to a community. With the amount of work and dedication they have to put towards their games, it is beyond me how you all find so much time to keep us in the know. And more importantly, actually listen not only to the Webmasters, but everybody else as well. Every message, every moment is golden, and you will have a very difficult time trying to find that anywhere else. ;D
  10. I was gonna say that actually. If the Hero units have Veteran Levels or upgrade (which they may not), then perhaps Luke (who will not come cheap by any standard) is the only one who can destroy it. But it's not just the lucky shot. It is possible that the lucky shot may only half destroy the station. Maybe there's an attack point on the station (at half energy) which has to be destoyed, before Luke /and possible the Millenium Falcon can get inside the Death Star and destroy the core, and ultimately the station altogether. It's possible that it's the only way. NB. - I love my grammar skills. But I'm sure you know what I mean
  11. I find their lack of faith disturbing ;D
  12. Or if you know C&C well enough, you can use hotkeys to do it... These are the hotkeys from C&C & Emperor: Battle For Dune, created by Westwood Studios. Examples of these hotkeys are: (and some of these do work in EaW, but I haven't tried em all) Hold Ctrl + Click = Force Attack Hold Alt + Click = Force Move Hold Ctrl + Alt + Click = Guard unit/structure/area (You may also be able to use "G" but I haven't tried that yet) Hold Shift + R (or just "R") will Retreat Holding J while Issuing orders Will keep units in formation These become quite an improtant part in playing RTS games such as C&C and EaW. I've used them alot in the past especially in Skirmish and Multiplayer. Give em a try
  13. Nothing wrong with Tatooine, it's home to perhaps the best kickass creatures in the Star Wars Universe. Gotta love the Sarlacc pit, that's one dangerous monster

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