Orderly Mayhem
May 21, 2012, 01:56:30 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News:
 
   Home   Help Search Contact Staff List Login Register  
Pages: [1]   Go Down
  Print  
Author Topic: Some things CivBase noticed  (Read 1558 times)
CivBase
Newbie
*
Offline Offline

Posts: 26


View Profile
« on: October 18, 2008, 06:38:17 PM »

Some (if not most) of this stuff you may already plan on adding; but just in case, I put it there.

When you press S to go in reverse, instead of going in reverse the vehicle spins around to go backwards.  This is very annoying as it proves as it makes backing incredibly hard and gives you no way to brake.
When turning, the front of your vehicle turns left or right.  This is great and all, but it makes it very hard to straighten your vehicle.  I suggest you make it so that D and A move clockwise and counterclockwise.
Give players the ability to change what keys do what.
Allow you to change what vehicle you respawn with in game or do what they did in BZ and allow you to switch craft with bots.
Add repair/ammo crates to the instant action game that involves a ton of jumping.
Make a build radius so that you can't build everything as far out as you want.
Change the voices to something more familiar and easier to understand than Microsoft Sam.
Add splash effects when your vehicle fires in the water.
Sometimes, after jumping, you get destroyed because you are going to fast.  This is turning out to make ramping a major pain when you die half the time.  I'd make it so that you must have a much higher impact to be destroyed.
Make some interactive voices (such as when you shoot at your allies or when they have to wait too long for you).
Allow the pickup of extra repair/ammo/boost crates so that you may use them later on.
Make some strat instant games.  Though I'm sure this is still far in the future.
When the factory builds units, it uses the same build animation for all of them.  Perhaps you could change it so they don't all look like they are making some scion scout ship (or whatever that is).
The resources should probably not be using decimals.  I suggest you bring that up an extra digit (80 instead of 8 ).
Have the vehicles slow when turning.
Add a third person view, some prefer to drive vehicles with turrets in third person (like me).
Allow driving and fighting while having menus open.
Some various vehicle explosions instead of the same thing for each one.
On endless madness, allow the viewer to change the camera position manually instead of automatically.
If you don't add the changeable keys, move the boost to shift.  The 2 key is very awkward.
Show what the building will look like when you are placing it (instead of the targeting radical).
In the tutorial, haulers only pick up the crate that you dropped... perhaps you should look into this.
In the tutorial, I suggest that a steady supply of crates should be randomly dropped on the battlefield, as well as a very small amount of enemies to fight.
In the tutorial, the first time you build something, it pulls up a menu to build only one thing, but after that, it brings up the build queue.  Why not just have the queue the first time?  EDIT: It says next instead of build the second time you do it and for the rest of the time, why?
I suggest you make it so that the repair tower replenishes half of your boost.
I suggest that in the tutorial, you make the jump crossable without boost, being as it is just a tutorial, not a test.
In the tutorial, you could only cross the ramp from one side, not the other.
The haulers, builders, and buildings (mainly factory) aren't in squads and have no quick select buttons... can you fix this?  I don't like having to drive halfway across the map to tell a unit to do something.
Make it so you can send units to buildings, or allow placement of nav beacons.
In strat games, you can go inside of factories and destroy them from the inside out, where the enemy wont shoot you.  Maybe you should put some sort of field up to prevent enemies from entering your factory?
The repair towers don't repair builders.
Unit responses and other voices ("Yes sir!" "Acknowledged," "No can do," "Under fire!" ect ect...)
In the strat skirmish, the bases are awfully close.  Could you space them out in the next map you make?
Add a map editor.
Make some new units and factions.
Increase the range on your target thing (the thing that you use to tell units where to go and what to do).
Allow helicopters to pick up crates on their undersides.
Add some sort of neutral building that you can capture that will slowly increase your supplies or make units.
Allow the production of up to three factories (but make them really slow to build).
Allow the changing/addition of weapons to your vehicles.
Put in a little marker that shows how much you must lead targeted enemies, not having one is really annoying with the amount of air units you have.
I'm not sure what sort of weapon the planes are supposed to have... but I'd say change it to some kind of dive bomb or chain gun.
Put in a repair function for buildings.
Allow the selection/manipulation of multiple units at once when working in the menus.
Make a mini-map to switch to instead of radar.
I don't really like how the parachute system works with crates.... sure it works now, but it's not very realistic.  I suggest you change that.
When you die and are being parachuted down, make your vehicle invulnerable.  I hate getting shot up by planes and heles while I'm falling.
Give the turrets more range.  I can destroy units easily without getting in their range.
Bring back the howitzer! Cheesy
Change the current turrets to light turrets (make them weaker) and add some heavier ones that are more costly (and much bigger).
Make a barracks that allows you to create unit squads (that could take a little work...).
Put a pad beneath the repair tower so that you can see where you're being repaired, and make the range bigger.... In fact, I think it'd be kinda cool to drive into a sort of box and have the tower move around the top & fix you.  That would also prevent people from firing under the safety of the repair tower.
Make repair crates a bit more common on the fighting games.
Make enemies collect resources.
Allow for recycling of units.

This game looks awesome, much better than I could ever do, but you may want to take some of these into consideration for future development.
« Last Edit: January 05, 2011, 04:42:34 PM by BS-er » Logged

CivBase
Newbie
*
Offline Offline

Posts: 26


View Profile
« Reply #1 on: October 22, 2008, 06:41:07 PM »

More:
In the tutorial, haulers only pick up the crate that you dropped... prehaps you should look into this.
In the tutorial, I suggest that a steady supply of crates should be randomly dropped on the battlefield, as well as a very small amount of enemies to fight.
In the tutorial, the first time you buid something, it pulls up a menu to build only one thing, but after that, it brings up the build que.  Why not just have the que the first time?  EDIT: It says next instead of build the second time you do it and for the rest of the time, why?
I suggest you make it so that the repair tower replenishes half of your boost.
I suggest that in the tutorial, you make the jump crossable without boost, being as it is just a tutorial, not a test.
In the tutorial, you could only cross the ramp from one side, not the other.
« Last Edit: November 01, 2008, 03:20:24 PM by CivBase » Logged

CmptrWz
Newbie
*
Offline Offline

Posts: 40


View Profile
« Reply #2 on: October 22, 2008, 07:08:20 PM »

Hold down W and S to stop. As a bonus, so long as you are holding them, your unit spins to face the way you are facing. This lets you straighten out very easily for when you release S to go forward.

Although, I am REALLY not sure WHY there are TWO keys to brake. That is not intuitive.
Logged
OvermindDL1
Casual Support Developers
*
Offline Offline

Gender: Male
Posts: 278

Programmer


View Profile WWW
« Reply #3 on: October 22, 2008, 07:39:02 PM »

Specifically I would guess is because it cancels both backward and forward acceleration, either way it has been fixed in the latest version, now being bindable.
Logged

JonathanS
Administrator
*****
Offline Offline

Gender: Male
Posts: 278



View Profile
« Reply #4 on: October 23, 2008, 08:31:13 AM »

And the bindings work well. I've tried them out. Smiley
Logged

JonathanS


CivBase
Newbie
*
Offline Offline

Posts: 26


View Profile
« Reply #5 on: November 01, 2008, 03:27:42 PM »

More!

The haulers, builders, and buildings (mainly factory) aren't in squads and have no quick select buttons... can you fix this?  I don't like haveing to drive halfway across the map to tell a unit to do something.
Make it so you can send units to buildings, or alow placement of nav becons.
In strat games, you can go inside of factorys and destroy them from the inside out, where the enemy wont shoot you.  Maby you should put some sort of field up to prevent enemies from entering your factory?
The repair towers don't repair builders.
Unit responses and other voices ("Yes sir!" "Accnowledged," "No can do," "Under fire!" ect ect...)
In the strat skrimish, the bases are awfully close.  Could you space them out in the next map you make?
Add a map editor.
Make some new units and factions.

Oh, and this txt file appeard on my desktop after playing it once.  Can I delete it?  It says:
Code:
17:25:11: Creating resource group General
17:25:11: Creating resource group Internal
17:25:11: Creating resource group Autodetect
17:25:11: SceneManagerFactory for type 'DefaultSceneManager' registered.
17:25:11: Registering ResourceManager for type Material
17:25:11: Registering ResourceManager for type Mesh
17:25:11: Registering ResourceManager for type Skeleton
17:25:11: MovableObjectFactory for type 'ParticleSystem' registered.
17:25:11: OverlayElementFactory for type Panel registered.
17:25:11: OverlayElementFactory for type BorderPanel registered.
17:25:11: OverlayElementFactory for type TextArea registered.
17:25:11: Registering ResourceManager for type Font
17:25:11: ArchiveFactory for archive type FileSystem registered.
17:25:11: ArchiveFactory for archive type Zip registered.
17:25:11: FreeImage version: 3.10.0
17:25:11: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
17:25:11: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2
17:25:11: DDS codec registering
17:25:11: Registering ResourceManager for type HighLevelGpuProgram
17:25:11: Registering ResourceManager for type Compositor
17:25:11: MovableObjectFactory for type 'Entity' registered.
17:25:11: MovableObjectFactory for type 'Light' registered.
17:25:11: MovableObjectFactory for type 'BillboardSet' registered.
17:25:11: MovableObjectFactory for type 'ManualObject' registered.
17:25:11: MovableObjectFactory for type 'BillboardChain' registered.
17:25:11: MovableObjectFactory for type 'RibbonTrail' registered.
17:25:11: OGRE EXCEPTION(6:FileNotFoundException): 'plugins.cfg' file not found! in ConfigFile::load at ..\src\OgreConfigFile.cpp (line 84)
17:25:11: plugins.cfg not found, automatic plugin loading disabled.
17:25:11: *-*-* OGRE Initialising
17:25:11: *-*-* Version 1.4.9 (Eihort)
17:25:11: OGRE EXCEPTION(6:FileNotFoundException): '../mad_config/resources_common.cfg' file not found! in ConfigFile::load at ..\src\OgreConfigFile.cpp (line 84)
17:26:16: *-*-* OGRE Shutdown
17:26:16: Unregistering ResourceManager for type Compositor
17:26:16: Unregistering ResourceManager for type Font
17:26:16: Unregistering ResourceManager for type Skeleton
17:26:16: Unregistering ResourceManager for type Mesh
17:26:16: Unregistering ResourceManager for type HighLevelGpuProgram
17:26:16: Unregistering ResourceManager for type Material
« Last Edit: November 01, 2008, 03:43:38 PM by CivBase » Logged

BS-er
Moderator of Mayhem
Administrator
*****
Offline Offline

Posts: 2150


View Profile
« Reply #6 on: November 01, 2008, 05:15:08 PM »

All good comments CivBase.  We're planning on a lot of those features.  Some of them are hard work, but will help improve things.  In mentioning them you're reaffirming what players will want.

I was a bit concerned about the possibility of going inside a factory, but didn't get time to come up with a solution.  It takes a lot to bring down a full-health factory.  One unit can't do it alone, but can inflict a lot of damage.  the factory heals, but slowly.  I'm considering something that shoots you out, or causes damage.

Thanks for the feedback.
Logged
bigbadbogie
Newbie
*
Offline Offline

Gender: Male
Posts: 35


R.I.P Lizard. R.I.P Fleshstorm 3. Long live QF2!!!


View Profile WWW
« Reply #7 on: November 01, 2008, 05:23:00 PM »

Hehe - what about the factory grabbing your car/craft and pulling it apart to use for scrap.  Cheesy
Logged

- 1.3 Patch Tester

My mods:

Complete:
- QF1: Queens Filchers Mod
- Fleshstorm 2: The Harvest

Under development:
- QF2: Essence to a Theif
CivBase
Newbie
*
Offline Offline

Posts: 26


View Profile
« Reply #8 on: November 01, 2008, 07:21:54 PM »

lol, that'd be awsome! Grin
Logged

BS-er
Moderator of Mayhem
Administrator
*****
Offline Offline

Posts: 2150


View Profile
« Reply #9 on: November 02, 2008, 12:02:41 AM »

Regarding that text file, the Ogre graphics engine spits that out, but its wierd that it was put on your desktop.  You can delete that file anytime it pops up.  It just logs a lot of stuff.
Logged
CivBase
Newbie
*
Offline Offline

Posts: 26


View Profile
« Reply #10 on: November 03, 2008, 09:35:13 PM »

Yay! Even More!

Increase the range on your target thing (the thing that you use to tell units where to go and what to do).
Alow helecopters to pic up crates on their undersides.
Add some sort of neutral building that you can capture that will slowly increase your supplies or make units.
Alow the production of up to three factories (but make them really slow to build).
Alow the chaning/addition of weapons to your vehicals.
Put in a little marker that shows how much you must lead targeted enemies, not having one is really anoying with the amount of air units you have.
I'm not sure what sort of weapon the planes are supposed to have... but I'd say change it to some kind of dive bomb or chaingun.
Put in a repair function for buildings.
Alow the selection/manipulation of multiple units at once when working in the menus.
Make a mini-map to switch to instead of radar.
I don't really like how the parachute system works with crates.... sure it works now, but it's not very realistic.  I suggest you change that.
When you die and are being parachuted down, make your vehical invulnerable.  I hate getting shot up by planes and heles while I'm falling.
Give the turrets more range.  I can destroy units easily without getting in their range.
Bring back the howtzer! Cheesy
Change the current turrets to light turrets (make them weaker) and add some heavier ones that are more costly (and much bigger).
Make a barracks that alows you to create unit squads (that could take a little work...).
Put a pad benieth the repair tower so that you can see where you're being reapired, and make the range bigger.... In fact, I think it'd be kinda cool to drive into a sort of box and have the tower move around the top & fix you.  That would also prevent people from fireing under the safety of the repair tower.
Make repair crates a bit more common on the fighting games.

Oh, and 18 on the fighting game. w00t! Grin
Logged

CivBase
Newbie
*
Offline Offline

Posts: 26


View Profile
« Reply #11 on: November 06, 2008, 02:22:15 PM »

Just noticed that the enemy doesn't gather reasources... not too fair...
Logged

BS-er
Moderator of Mayhem
Administrator
*****
Offline Offline

Posts: 2150


View Profile
« Reply #12 on: November 06, 2008, 08:25:34 PM »

Yep, true.  The fairness feature will be included with the final product Smiley.
Logged
Dx
Casual Support Developers
*
Offline Offline

Posts: 37


View Profile
« Reply #13 on: November 08, 2008, 12:13:28 PM »

Ya one thing i noticed is i was down to 5 scrap and no way to recycle a vehicles to make a hauler.
Logged
CivBase
Newbie
*
Offline Offline

Posts: 26


View Profile
« Reply #14 on: November 09, 2008, 12:02:45 AM »

Yah, and with no extractors, those haulers go pretty fast...
One thing you can do, though, is use the tank to pick up a crate and bring it to your factory.
Logged

Pages: [1]   Go Up
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1 RC3 | SMF © 2001-2006, Lewis Media Valid XHTML 1.0! Valid CSS!


Google visited last this page Today at 02:30:23 AM