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Messages - Microcline

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256
Other Games / Re: [Minecraft] Nations at War: NOW TAKING APPS
« on: January 13, 2012, 12:55:49 am »
I saw the bulletin post about great hall designs, so I'm posting some ideas I've worked out.

Spoiler (click to show/hide)

257
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: January 13, 2012, 12:20:25 am »
Important thing to note for people with baseless speculation about difficulty:

Quote
Soldiers still die permanently, fog of war and line of sight are hugely important in combat, and you absolutely can lose the game if you screw up too badly
This is a fairly standard video game feature, or at least it used to be.

I think that gamers have good reason for skepticism and cynicism.  Game Informer (and most of the gaming press) is known to be a poorly disguised extension of the gaming industry's PR wing.  They rarely say anything unflattering, so finding the truth generally involves reading between the lines.  If the four soldiers were just for a short tutorial mission before moving on to more standard numbers, there's no doubt that the article would have stated this explicitly.

I have yet to see a satisfactory justification for using a class system in X-COM.  Both of the perks mentioned (being able to use squadmates as spotters and being able to shoot after moving) were all things that you could do right from the start in the original game.  While I enjoyed Final Fantasy Tactics, I think it showed some of the major weaknesses of a class-based SRPG.  Overspecialization leads to the illusion of choice; the only strategy is for your melee fighters rush in and attack while your mages spam their most powerful spells and it ends up being a contest of who has the bigger numbers and better rolls.  X-COM was quite different.  As specialization was mostly gear based and soldiers could fill multiple roles with a single weapon type, you were forced to choose the best option to maximize their potential.  I am worried that combat will be reduced to "I have my sniper snipe, my rocket launcher guy fire rockets, my gunner lay down surpressive fire, and my pointman advance, thus I win".

So far the biggest red flags for me are the four man starting squad and the class system.  I think that there are some good things going on.  The art style is dead-on; I always thought that it had as much in common with 80's toy commercial cartoons as it did with 90's comics.  Some of the cuts are justified: the base system can work so long as they moved storage, research, and manufacturing to the main base while keeping hangars and detection regional, and while I would rather see the ammo system expanded on rather than removed, it didn't add much to the original beyond tedium (except in the case of rockets and grenades, which I expect are still limited).  Surpressive fire and regional bonuses could be interesting mechanics, although on their own insufficient to make up for the cut content.

258
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: January 10, 2012, 08:21:35 pm »
I remember reading... no idea where... that X-Com recruits are indeed just grunts; recruited from various militaries around the world but not really given much traning beyond boot camp and whatever experience they've picked up in the field. The reasoning was that the various world governments need their special forces now more than ever, and are definitely not going to hand over their most elite to an organisation that has yet to prove itself.

What i'd like to see is more experienced recruits unlock as you improve your reputation with the various nations. In fact, what I really want to see is more effects to keeping nations happy beyond just increased funding. Maybe if you keep the USA happy they'll increase your funding, or maybe you'll start seeing Delta Force or Navy Seals pop up in the recruitment pool. Maybe next time you land at a terror mission, there's a squad of black-ops waiting who have cleared a landing site for you. Likewise if they've signed a treaty with the aliens these same forces would be allied with the aliens at any missions that pop up in their territory.

The presence of human enemies at least is encouraging in that regard.

I really like this idea.  One of the big problems with the original was the redundancy of the funding nations, and that past the first month your income was largely independent of them.  This idea
i) explains why your starting troops are so unreliable
ii) rewards you for accomplishing your mission of protecting the funding nations
iii) punishes you for not accomplishing your mission
iv) gives you some degree of ability to replace fallen troops without grinding, which would encourage players to tough it out instead of savescumming when they lose a skyranger full of veterans.  They'd still need to be below your veterans though.  Maybe they'd get a morale penalty for their first few alien encounters.

It'd also add some flavor to the troops, even if it's just a little flag on their profile.

259
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: January 08, 2012, 11:31:32 pm »
I assumed that X-COM was the cream of the crop recruited from all of the world's armies, and that it was a case of segregation of gameplay and story that they had the combat prowess of the Springfield police.

The main advantage of hexes is that the increased number of contacting spots allows for more advanced formations and melee engagements (movement can be disregarded, as most square grid games have a 150% cost for diagonal movement, which is close enough to the actual factor of sqrt(2) while leaving it easy to calculate, as well as offering a total of eight squares to move to instead of six hexes).
If you want to maximize melee attacks, why no just let people attack over the diagonal (for 8 points of attack instead of just 6)?
I misspoke there.  The increased number of contacting spots is one of the advantages that hexes has for melee, not the only one.  There is also the fact that it makes melee flanking a non-trivial task, allowing the player to establish defensive fronts.  Wesnoth is a game that showcases most of the advantages that hexes have over squares for one-to-two block apart combat.

Square grid combat plays into X-COM's strengths: use of line-of-sight and dynamic cover.  The ready availability of a Cartesian grid makes it eas[ier] for the player to visualize their line of fire and how it might intersect with intermediary objects.
You're going to have to explain this one to me, because I seem to have contracted the stupids. (in case it's contagious, the question is "What makes it easier for you to estimate line of fire on a square grid, then it would be on a hex lattice?")
Line of fire is a matter of visualizing vectors.  It's far more intuitive in a cubic lattice because you have an already available system of orthogonal component vectors (the x, y, and z of the grid).  On the other hand visualizing vectors in a hexagonal lattice is much less intuitive.

260
Other Games / Re: [Minecraft] Nations at War: NOW TAKING APPS
« on: January 08, 2012, 10:34:12 pm »
I think I've spent enough time as an Indep and it's time to join Hammersong.  Can someone send me an invite?

I'm in Port Forward and I've got 73 units of iron ore for the stockpile.

261
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: January 08, 2012, 02:27:47 pm »
X-COM is much more suited to an isometric grid than tessellated hexes.  The main advantage of hexes is that the increased number of contacting spots allows for more advanced formations and melee engagements (movement can be disregarded, as most square grid games have a 150% cost for diagonal movement, which is close enough to the actual factor of sqrt(2) while leaving it easy to calculate, as well as offering a total of eight squares to move to instead of six hexes).  This matters most in games where conflict takes place one or two hexes apart, like Wesnoth or Civ, but it would be wasted on X-COM.

Square grid combat plays into X-COM's strengths: use of line-of-sight and dynamic cover.  The ready availability of a Cartesian grid makes it easy for the player to visualize their line of fire and how it might intersect with intermediary objects.  I'll be disappointed if they switch to hexes just because it's what their last game used.

I also think that hiding the grid from the player would hurt their ability to think tactically.  A button to do so would be acceptable, but I don't see why anyone would use it.

Hexes are great because they're the best way to map the world
While hexes would likely work well for modeling the world, I don't know why the geoscape would need to be divided up into a grid, unless they were making a mechanic of it.

Fallout is a rare game that pulled it off so brilliantly that nobody realized it was an ugly hex game.
While I love Fallout, I don't think that it's hex-based grid was at all suited to the environment, architecture, or combat.

I'm going to remain cautiously optimistic.  "We're all big fans of the original" has become the industry code for "so we're turning it into an FPS", and there has been a general trend in the industry for reducing depth.  If they want my money, they should implement Mephansteras' weapon suggestions, rebalance psionics and UFO encounter rates, and in general produce X-COM: More Content and Less Bugs.

262
Other Games / Re: Discussion on TES V: Skyrim
« on: January 06, 2012, 12:32:18 am »
The problem is that Skyrim's problems are things that mods can't really fix.

Rant
Spoiler (click to show/hide)

263
Other Games / Re: [Minecraft] Nations at War: NOW TAKING APPS
« on: January 05, 2012, 10:53:04 pm »
So what happened to all of the animals on the server?  I've only seen one pig and one chicken so far.

As for nations, I really like Hammersong's location; it has access to a large number of interesting building materials: sandstone, stone/cobble, wood, water, dirt/grass, netherrack and magma less than a day away, and sea access to bring in any other exotics.  There aren't many locations in the north that I'm interested in looking at, so I might just sign up soon.

264
Other Games / Re: [Minecraft] Nations at War: NOW TAKING APPS
« on: January 03, 2012, 11:55:42 pm »
I've been on the server for a bit today.  I died twice due to overextending (diving too deep for a closer look at a site while low on health and running around at night unequipped), but I think I've gotten a feel for what I can and can't do.  I'm hoping to go on a pilgrimage around the world before joining a nation.

Also, Hammersong doesn't seem to hard to find.  Port Forward is probably the closest city to spawn, being just south of Rainbow Harbor's giant rainbow lighthouse which is just south of Stormhaven.  I didn't see anyone there, though.  What might throw some players off is that the sun rises in the south.

265
What is the new MBT system? I haven΄t followed Planetside Universe very closely, did they have an article?

The driver now controls the gun and the gunner controls a secondary defensive weapon.  The vehicle stats are determined only by the certs and sidegrades of the driver.  It's in this thread <http://forums.station.sony.com/ps/posts/list.m?topic_id=88000028342>

The argument seems to be:

-It was already hard to get gunners before, and giving the more powerful weapon to the driver only exacerbates that
-If the driver also controls the more powerful weapon, it would be more advantageous to have a second player in a second covering vehicle than a defensive gunner
-Giving both roles to the driver lowers the emphasis on coordination and teamwork
-Comparisons to the problems with BFRs

against the argument that the players should just trust SOE.  The official line is that the new system is necessary for the sidegrade perk system, but I don't see why they just couldn't have driver perks and certs for the driver and gunner certs and perks for the gunner.

266
This game has potential to be really cool or a huge screw up, and it looks like it could go either way.

So what's the opinion on the new MBT system?  I can't see any way that it could go right.

267
Other Games / Re: Discussion on TES V: Skyrim
« on: December 29, 2011, 09:18:44 pm »
My opinion on Daedric princes:
Spoiler (click to show/hide)
I view the princes like this
Spoiler (click to show/hide)
I'd say that Azura and Mehrunes Dagon are the best bets for pacts.  Boethiah, Herma-Mora, Malacath, Mephala, Meridia, Nocturnal, and Peryite don't seem too bad, but I'd think it'd be highly situational and have a serious chance of coming back to haunt you.

268
Other Games / Re: Discussion on TES V: Skyrim
« on: December 23, 2011, 07:43:46 pm »
Take a look at this list: http://elderscrolls.wikia.com/wiki/Bugs_%28Skyrim%29

Mostly they are funny.

I laughed when I saw the macro RPGCodex came up with for "Bethesda ignoring obvious bugs"

Spoiler (click to show/hide)

and in .gif form
Spoiler (click to show/hide)

269
Other Games / Re: Discussion on TES V: Skyrim
« on: December 21, 2011, 08:24:03 pm »
If this "Radiant AI" system keeps improving and becomes more Radiant Intelligence and less Artificial, the non-linearity will appear out of the dynamic interactions between the NPCs, the player and the world, and questlines will be largely unscripted save for the dramatic points, setting goals for the NPCs and letting them do their thing and make their own decisions on how to oppose the player or cope with the loss of another NPC. They're "pioneering" with a "new" technology, and everyone knows that if you pioneer, you'll often die of dysentery. (Quotation marks because there is most likely some other game out there that has already done this and did it better)
Radiant AI was a gimmick, and it hasn't been improved since its inception in Oblivion.  It would probably be better described as a list of character schedules than a form of AI.  Unfortunately for Bethesda's "Radiant [fetch] Quest" system, the point where procedural generation can mimic the work of a competent human writer is also likely the point where computer programs start passing the Turing test, and I don't see Bethesda as producing that level of innovation.

I also like quick escapes. It's not realistic, but by god does it get rid of a potentially extremely boring part of the game.

I mean, can anyone honestly get enjoyment out of walking through an empty dungeon and enjoy it? I can't.
I don't think anyone is arguing against the principle of backdoors.  The problem is that the linear dungeons are more like a movie or a rollercoaster than a structure to be explored by the player.  If dungeons were non-linear, alternate entrances/exits would seem more like natural features than developer cop-outs.  Also, previous installments had things like intervention scrolls and mark and recall that provided an instantaneous escape and were well-integrated with the lore.

270
Other Games / Re: Discussion on TES V: Skyrim
« on: December 21, 2011, 06:56:43 pm »
I happen to enjoy the game, mostly because I don't break immersion just by having a marker on the compass. I mean, it's impossible for Adventurer to have a compass, right? Or mark something on his map?

And while the dungeons backtracking is sort of strange, it's a hell of a lot better than getting stuck in a hole and having to reload. If we were going for 100% realism, there would have to be a entire minigame based around shoving a full suit of Elven armor into your backpack. Not to mention your hundreds of dwarven arrows that should be impossible to carry. Oh, and swimming in heavy armor? They should take that out, because it's totes unrealistic. Most of the light armor too.
There is nothing wrong with the player having a compass.  The problem is that it does far more than a compass should, usurping the player's ability to solve problems on his own.  I see nothing wrong with allowing the player to use the compass to find NPCs or landmarks that they know (this is especially useful given that NPCs can move around).
The problem comes when you can see everything (lost ancient ruins, forbidden treasure, fugitives, level bosses, evidence of a crime), regardless of whether you have good reason to know where it is.  These things should require the player to explore, investigate, and think.  Combined with the linear dungeons, there is no reason for the player to do anything beyond walk in the specified direction and kill the draugr/bandits in his way.

Furthermore, the limited dungeon design gets old fast.  There is no reason to search for hidden passages or loot while plowing through corridors of identical draugr, because the only area of interest is the final chamber containing the boss, word wall, and big, unmissable chest of generic leveled loot.  There's no mystery about what might be hidden behind the next door.  The need for ubiquitous convenient back doors would be removed if players were again allowed access to intervention scrolls and mark/recall spells, or even more interesting modes of transportation such as jump, levitate, and speed enhancement.  This makes dungeons into challenges that are overcome by player versatility and foresight instead of repetitive slogs.

As for trainers, who gets more skilled in armor within an hour/week? Crazy. They need to go. For that matter, the HP system should be replaced by a DF like system that requires hours of pouring over your old anatomy texts to find the most optimal place to stab the next bandit.

Also elves and dwarves and dragons never existed and shouldn't be in the game. Why are there so many caves? What about the polytheism that shouldn't be so prevalent during that time period?

TES VI: History Class.
I never heard anyone complain about this.  Most of the complaints are about the removal of interesting features that existed in previous games.

I was complaining before they announced Skyrim. I knew TES series were ruined when Oblivion came out. It's just less skills, armors, weapons, magic, etc, etc and more graphics, combat and "streamlining" for casual players (they actually mean dumb players I think) from now on.

Meh, it's not perfect but it's still fun if you don't play it like the way you played Morrowind.

You mean spamming the jump button while you move around?
Is this really any different from spamming spells while walking in Oblivion or forging a thousand iron daggers in Skyrim?

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