Im sure you get this enough but if you could give a Percentage for how complete the game is before polish then what would that be? ::)
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Show posts MenuQuote from: seef. on March 31, 2011, 10:21:29 PM
you destroyed my hello thread! -.-
agent, i put some of the vids back online. link is in other thread.
Quote from: Bubbaganoosh on March 01, 2011, 05:13:38 PM
I often wonder what happened to playing games just for the sake of playing. Forget stats and shiny things (acheivments) and just take each round as it is. I think that stats and shinies often stops people from enjoying the game for what it is. People get too worried about their stats and what other players are doing and it leads to stupid things like rage quits (oh no, I'm getting beat down like a punk so I will quit so it doesn't affect my stats). I jthink this will be a good game to enjoy round to round and not worrry about what everyone else is doing or how bad you got beat 15 games ago. If I remember, the best SC game (CT) didn't have stats tracking or anything and everyone here enjoyed it.
$0.02 CDN
Quote from: STON3COLDKILLA on March 01, 2011, 04:32:47 AMThats a completely different idea then the one i proposed and really has nothing in common except the word "stats."
I made a huge thread about my stats idea a few months ago, I'll see if I can find it.
EDIT: Tada, http://community.projectstealthgame.com/forums/index.php/topic,2107.0.html
Quote from: CurdyMilk on March 01, 2011, 01:23:23 AMHaven't been able to find that thread or threads so my bad
We have already talked about this numerous times.
Quote from: Spekkio on February 28, 2011, 02:29:33 AMQuote from: Ion.67 on February 27, 2011, 06:35:49 PMRefilling equipment is a standard for FPS games where you die frequently, and the game continues until time runs out or someone gets X kills. SvM isn't like other video games, so comparing it to a standard where there are no other games in the genre is disengenuous.
It is a video game standard to bring back equipment when you die. You have 4 chances to get through the game, and if you don't make it with those chances, you are done. Each new life is a new chance.
I don't even think their should be gadget refills on the map at all. You die: you get new gadgets. Sure, the merc gets new grenades, but you get quite a few seconds of freedom. He has to respawn, run across the map, and relocate you.
If you kill a spy, he gets new equipment, loses 15+ seconds, and has a lone partner on the map. He gets lose 5 flashes back, but he may not have used ANY flashes in his last life. No gain. In this way, the spy has to judge the situations where gadget use would benefit him, and make sure not to run out before he dies. If he does, he dun went and fucked up. If he doesn't use any and dies, the same scenario is in play.
Having gadget refill locations adds another chokepoint to the map, and it has a bigger problem: the spy will be going there because he is low on gadgets. Spies are not equipped to handle a merc very well with no gadgets, and it makes the whole process a waste. If the merc knows one spy is out of gadgets, he can camp easily, knowing he won't be getting cammed by him. If the merc needs a refill, but is out of gasmask, the spy could easily trap him with a series of cams, leaving the other spy to attack that mercs area easily.
Of course there are numerous counters to this problem, but the key is that those counters are to fix problems that would otherwise not be present. The only problems from instant refills on death are countered by the death time. Maybe it should be even longer to make dying a penalty instead of (as your side would say) a reward.
Refill boxes are not the way to go.
Other games typically don't develop into a situation where there is effectively 1/3 of the map available for play because of objectives being taken. My argument has nothing to do with realism and everything to do with the fact that gameplay in SvM, as it stands now, boils down to 1 chance. It doesn't really matter how many lives you have left, you only have 1 opportunity to win because after that, you have 6 mines and up to 6 spy traps with camnet and 8-16 nades to deal with. If you screw up your 1 rush after a neck, then you lose. If mercs didn't get a refill on death, it adds a new element of strategy to the game...do I deploy my mines/spytraps/nades early, or do I wait to clamp down later in the game?
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