Jump to content

bfcrusader

Member
  • Content Count

    120
  • Joined

  • Last visited

  • Medals

Everything posted by bfcrusader

  1. bfcrusader

    Indoors?

    Even if the mods/devs don't respond to this, it would still be interesting to hear others' opinion on this.
  2. bfcrusader

    Indoors?

    Another awesome possibility would be to board the enemy carrier somehow and take it without destroying it, it could be an achievement. But you'd have to watch out or you could end up getting boarded and overrun yourself.
  3. bfcrusader

    I'm concerned

    I would say that there is another way to randomize the islands. While it isn't doable to randomly generate entire landscapes with functional paths and thought out environments, the islands' locations on the world map might be different. So even if each island in themselves are not changed from game to game, their location on the world map could be random still, as well as their purpose.
  4. bfcrusader

    Walking around questions

    In certain campaign missions (the story driven one), you have to take the fight to the enemy, personally. Meaning you'll be going on foot, in a Walrus tank or in a Manta. Other times your units are AI controlled as far as I know. Walking around the carrier would be a nice touch while in transit to other islands though.
  5. bfcrusader

    How involved do you have to be?

    The entire game is supposed to be playable all the way through from either perspective on its own. But the idea is to use both to achieve your goals.
  6. bfcrusader

    I'm concerned

    Actually, that sounds like an awesome idea, I second the notion for it to be implemented at some point, if not from the start.
  7. bfcrusader

    Total Biscuit Review

    That may be, but think about it this way; the amount of ways you can outfit the fighters and tanks for various combat roles makes up for that.
  8. bfcrusader

    Total Biscuit Review

    Hey, wouldn't this be awesome? They could get Ian (gadgetmind) to present the game and give his opinions at the same time :D
  9. They've put up some new info on the Mantas, one in particular I found to be quite interesting. I think you'll know which one when you see it. Take a look here: http://www.carriercommand.com/game/units/manta/
  10. Yes, that is perhaps a good idea as well.
  11. This game is Commander-centric and thus the game must focus more on that than other wargames that has multi-roles. In order to make the game enjoyable and fun while still promoting teamwork, this is the solution that I came up with. You get scores while doing assignments and the Commander gets players who work with him rather than against him. Now, I'm thinking about how many players per side (i.e. per carrier) there should be. I'm thinking that one or max two players should be in control of the Mantas and one or two for the Walruses while there is only the one Commander. What determines which player gets the commander role or the other two? Well, here Battlefield has another good system. The player that has the highest rank gets the option to accept the position first. He or she can then accept or decline it and then the choice moves on to the next in rank. If two players are of the same rank then the one with the higher total score get first. If by some rare chance them both are of the same score amount then the one that finished loading in first gets the choice. What determines which player gets the Manta or Walrus role? Mutual agreement or a random choice by the game. If the Manta and Walrus players agree to it, there should be an option to switch roles in the middle of the game. What do you guys think?
  12. The thought is good but it needs some work. The biggest problem with such a setup is the fact that, like other games with team vs team concepts, it will have the teamwork issue. More specifically, the lack of it depending on what players join in the game. There are lone wolfs out there that like these kinds of games but have little teamplay sense. This will result in the commander giving an order but the player ignores it, says no or says yes but does something else despite that. Then there are players who join in as a group and like to work as a team but only within their group and not with the rest of their side. Some games, like Battlefield, have implemented score bonuses for completing objectives given and kills/heals/revives within a certain radius of the given order. Though players can still go 'rogue' and do their own thing and get points. However, for this game BIS should take that concept even further. Since this game is heavily focused on the Commander, much more so than most other wargames, the game should cater more to have the players under his/her command actually want to do what he/she tells them to do. Short version, much more incentives. How to go about it? Well, kills made should still yield scores for the killing player and scores for players doing assisting/supporting actions and the like which we can find in Battlefield games. But, they will be drastically reduced if they are made outside the radius of a given attack order on an area/on a target. Depending on the type of order the Commander should be allowed to adjust the parameters. For example, he could adjust how big the radius around the task center bonus points will be given and perhaps even be allowed to give a timed objective so the players don't dally too long or his strategy might be strained if players die due to trying to get lots of points, and the assets lost because of it hurts the Commanders efforts to take the island. For example, the commander orders a squadron of Mantas to make an attack run on some anti-tank emplacements before sending in his Walruses to move inland. He places the time limit to 4 minutes and the radius to 300 meters (600 m in diameter) to make sure the players want to keep their operation inside this circle. It takes the Mantas about 1 minute to get to the location, 1 minute to destroy the main target and thus have about 2 minute to destroy any secondary targets of opportunity before having to go back due to the bonus expiring. The reason it was only 4 minutes was because the enemy fighters reaction time plus their travel time to the target from their launch point is expected to be 4 minutes. The Mantas start their return, while at the same time Walruses equipped with various weapon modules (on of them being anti-air) start their advance to the next outpost. These are my thoughts.
  13. My guess is that the various islands might be positioned in just about the same places but the island types encountered on those same coordinates can vary each game, that sort of shuffling should be possible.
  14. Granted, it is and we've been disappointed with other games of the same genre before in this area. But I have faith in BIS and their ability to create good AI and make this game a challenge and a blast to play.
  15. Uh, dude, it's been done since the dawning of the age of gaming :P Ever since the first and simplest of games they've been made for single player with a few also supporting 2 players. True multiplayer wasn't introduced until much later. Pure single player games have always been and will always be made alongside multiplayer ones. Just because we can play multiplayer like crazy today doesn't mean that every single game should be multiplayer only or guaranteed to have MP. I could go on more about the good points of SP but I'll reign myself in for now :P
  16. They are still in. AI should be decent too as far as I can tell
  17. I'm already starting to drool over the possibilities. If the original creator is so pleased with it and can see it going so far, then I simply can't wait to get that game and have at it.
  18. Oooh, can't wait to learn his opinion.
  19. I figured as much, it has to be the vessel that brought the carrier to the planet, am I right? In the story, is it responsible for the radar/map?
  20. It may be the vessel responsible for providing the radar/map for all we know.
  21. bfcrusader

    Moving between islands

    They said they want to keep the overall feel of the old classic so I'd guess they kept the sailing part. Not to mention this would allow you some time to oversee your strategy while sailing. Also I think that when you're finished with that but you're still some distance away from the next island that you'll get the option to use a 'timewarp' feature. They did use that in the demonstration on E3 or some form of it.
  22. As the topic title said; Will there be DownLoadable Content, like new island types and new tech upgrades or anything like that?
  23. bfcrusader

    Will there be DLC?

    That would be awesome indeed. I vote 'for' already, BIS
×