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Messages - NeoSuperior

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16
Public Discussion / Re: Our Kickstarter: discuss it here
« on: May 23, 2014, 11:10:29 AM »
lol, people talking in Ubiforums, about Spy vs Merc being "copyrighted" and sueing Heartcore Games  ;D ... I never heard of something like that before.

17
Public Discussion / Re: Our Kickstarter: discuss it here
« on: May 23, 2014, 09:08:17 AM »
We should spread the news to PC Gamer and other gaming websites...
Can you tell Lennard to post on reddit again?

happened already:

http://www.reddit.com/r/stealthgames/comments/267cim/project_stealth_is_now_on_kickstarter/

18
Public Discussion / Re: Our Kickstarter: discuss it here
« on: May 23, 2014, 05:39:31 AM »
I just made calculations. IF, I repeat, IF excatly the 800 (rounded up) people who liked the facebook page donated and no one else, then everyone would have to donate 112,50 € to reach the funding goal... I hope the PR gears start spinning as soon as possible, because right now it's hard to find this game by google and we only have 1 month time.

Going by this the future should look bleak, but since it seems that you guys don't seem to worry about it at all it seems you have some hidden trick up your sleeve that we know nothing of as of yet. I think the most money will be probably flowing in around the beginning of June since then people mostly get their paychecks.

Well, let's hope for the best.

19
Public Discussion / Re: Our Kickstarter: discuss it here
« on: May 23, 2014, 12:39:42 AM »
wait a second... this is the first time i hear about "halucination gas"! So you did have some surprises left, huh?

20
Public Discussion / Re: Our Kickstarter: discuss it here
« on: May 22, 2014, 10:54:49 PM »
You should update the Steam Greenlight page as fast as possible! Same with IndieDB!

21
Public Discussion / Re: Our Kickstarter: discuss it here
« on: May 21, 2014, 12:20:52 AM »
What is the funding goal (excluding stretch goals)?

22
Public Discussion / Re: Bull charging as Merc
« on: May 17, 2014, 02:02:17 AM »
I am not sure about auto-jump-redirection, but auto-charge-redirection should be completely removed as a mechanic. In 99% of cases it was only leading the merc right into a wall at an angle that causes the bounce-effect.

23
General / Off-Topic / Re: Set a date for playing CT
« on: May 17, 2014, 01:58:06 AM »
Next sunday around 17gmt ?

With "next sunday" you mean tomorrow (18. May) or sunday next week (25. May)?

I'll be on tomorrow so if you mean that I'll see you then. Has been some time since we played together after all.

24
Public Discussion / Re: Our Kickstarter: discuss it here
« on: May 16, 2014, 12:04:49 AM »
Because I got laid off at work and had some other things to worry about, like a possible Gamescom exhibition and new screenshots for the site and the Kickstarter.

Gamescom? Cool, if you are there, I'll probably come to visit you guys :D

25
General / Off-Topic / Re: Set a date for playing CT
« on: May 15, 2014, 01:50:10 AM »
yes scct servers are still up. I played a few rounds just now.

26
Public Discussion / Re: Project Stealth Interactive Video #1
« on: May 07, 2014, 04:42:33 PM »
Stop acting like a five year old with this bash account. Seriously... you sound as if you are just too cowardly to just openly admit that you dislike agent and anything he posts on any media and have to use a "sarcasm shield" to "look cool" and "be the great king of the forumZ" without crossing the line of openly saying something negative about another person directly. Now that fact is something I'd call "hilarious".


That said... I still don't understand the purpose of these videos... what are you even trying to do here, agent?

27
Public Discussion / Re: Our Kickstarter: discuss it here
« on: May 06, 2014, 11:47:20 PM »
Damn... I am not sure if I really want to get a credit card just because kickstarter doesn't accept anything else. This is a problem....

You can get prepaid credit cards online.

Nice, I guess that may work. Thanks! With this I may be able to donate after all :D

28
Public Discussion / Re: Our Kickstarter: discuss it here
« on: May 06, 2014, 08:36:18 PM »
Damn... I am not sure if I really want to get a credit card just because kickstarter doesn't accept anything else. This is a problem....

29
Public Discussion / Is the idea of 3v3 or more even feasible?
« on: May 02, 2014, 02:12:01 AM »
I noticed a lot of people posting in the social media (facebook, steam greenlight, etc.) that they want a 3v3, 4v4 or even 5v5 gamemode. For the purpose of discussing if that idea is feasible at all, I created this thread.

On the first glance anyone would say "sure, why not? The more gamemodes exist and more players in the same match there are, the better, right? So gives us 3v3 now... please!" But is it really that simple? I am not sure and that is the purpose I created this thread, so that people can contribute their ideas and arguments for or against this concept.

To start this, we should take a look at 2v2, which most of us expierenced already, first. What can happen? How can the game go? Well there are lots of possibilities, but for the sake of simplicity I will break it down to 3 tactics for both teams each:

On the spy side it could happen that the spies are inexperienced and make blunders like trying to reach an objective in a "limboline", i.e. the second spy doesn't enter before the first one got killed by a merc for some reason.
Another possibility would be the spies going for different objectives, i.e. starting a "solo combo", possibily using a tactic like 1 spy creating a commotion on one end on the map first, which may or may not influence the merc on the other side of the map to go for the aid of his mate, which may or may not create an opening for the 2nd spy.
The third possibility is both spies going for one objective together so that, for example, one spy can hack a computer while the other distracts the merc(s).

On the merc side we have following tactics:
The first one is each merc defending a set area by himself, which can, depending on the map and circumstances, make sure that there are no, or at least very few openings for the spies to sneak through, as the mercs can efficiently patrol their areas.
Another possible tactic is the "camp tactic", which consists of the mercs letting the spies have unfavorable or hard to defend objectives for free, so that the mercs can focus on the remaining ones instead and by doing that create an unpenetratable fortress together. This tactic has the obvious risk of the spies just needing 1 more objective to win in most cases, as they already got the other ones for free. This tactic can also be adapted in later stages of the game sometimes, if the order of completed objectives by the spies allows it.
The merc's last tactic is "mobility". The mercs patrol the whole map or at least critical areas. They do it either solo, together or alternate between teaming up and being lone wolf, making their moves hard to predict for the spies. This style of play also makes it easier to call the merc mate for help, since in most cases the mercs stay at places where they can reach most areast as fast as possible (e.g. crossroads, etc).


Now what are the match ups if we try all 9 scenarios of tactics being applied? Left side is for Spy and Right side is for Merc:

LIMBO & STATIONARY: 1 v 1 twice with the same merc, while other merc gets left out
LIMBO & CAMP TACTIC: two times 1 v 2
LIMBO & MOBILITY: two times 1 v ??
SOLO COMBO & STATIONARY: 1 v 1 in paralell
SOLO COMBO & CAMP TACTIC: pointless
SOLO COMBO & MOBILITY: ??
TEAM UP & STATIONARY: 2 v 1, while other merc gets left out
TEAM UP & CAMP TACTIC: 2 v 2
TEAM UP & MOBILITY: 2 v ??

As you can see it is hard to get any real conclusive material like this, even with this simplified model. Now let's try to make the range a bit smaller, by leaving some points out. We can remove LIMBO, as that is a "tactic" which is merely caused by being inexperienced (or to be fair sometimes by having a "bad day" as well). From the remaining possibilities, CAMP TACTIC is dependent on the map and to apply it you need a map design that allows it (in scct that was club and river, for example), so we can leave it out as well, as it depends on the circumstances and as it can be avoided by the map design itself, it is not any more relevant for this discussion. This leaves us with the following:

SOLO COMBO & STATIONARY: 1 v 1 in paralell
SOLO COMBO & MOBILITY:  ??
TEAM UP & STATIONARY: 2 v 1, while other merc gets left out
TEAM UP & MOBILITY: 2 v ??

From these matchups the "MOBILITY" ones heavily depend on the details of the individual situations, so for simplicity let's say that they maintain a status quo, i.e. both teams have more or less equal chances. The same applies to "SOLO COMBO & STATIONARY", where the matchups become 1v1 + 1v1. The only unusual one here is "TEAM UP & STATIONARY", which seems to favor the spies, as one merc's existence is "wasted", because he is not able to do anything and is in most cases too far away as well, so even if the attacked merc tells his mate that he is attacked by 2 spies, the mate won't be able to arrive in time a lot of times. But of course this style of play does not always work, as the attacked mate's merc can instead use the time to place mines and spytraps in his area, which he could only do because he wasn't attacked, so in the end the advantage for the spies is tolerable.


But... now let's suppose it is actually 4v4 and the map is also proportionally bigger than the 2v2 counterpart... and now suppose that a "TEAM UP & STATIONARY" situation occurs... that is 4v1! The merc, unless he is much more skilled than the spies, will most likely not be able to defend his objective!


Well this was one veeery round about counter argument from me about the "3v3 or more" idea.


tl;dr: Spies can gang up on a single merc in games with more players, which can "break the game" in some cases.



Now people... I hope I'll get to see lots of arguments, pro and contra, about this topic. Have fun!

30
will the translated pages be up before kickstarter kicks off?

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