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Supreme Cmdr

BCM Demo - What I think!

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I am currently investigating some issues with the site. It seems to have been hacked.

And one of the deleted threads, was the original of this one.

So, here it is again. I have backups, so am going to post some of the messages, starting with mine.

quote:


Well, what do you think? Let us know!! Hit or miss?!? What do you like the most?!? What have you done so far? What do you think of the new interface? etc etc

This is for DEMO users only. So, none of your showoffs in the Beta program, need not apply.


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From backups

RAVEN:

quote:


wen't perfect, just one thing that seems to de-motivate a few "bypassers" (as in "see link on site, d/l and try"), which is the z-buffer option that has to be disabled. No BC fan is having a problem with that (since they have readup on the material and troubleshooting guides before the files were available), it just seems to demotivate a few people (the ones who don't make it to the FAQ). Of course I usually represent the opinion that those who d/l such a bigass file but refuse to read the FAQ don't deserver the game at all, but oh well. Just wanted to bring it up (you asked for it

Daniel Sedlacek:

quote:


A definate hit for me. The graphics update is a very welcome change from the old DOS days of BC3K. The new interface is very intuitive, altho annoying in that whenever I pass my mouse over one of the modes, it just switches without me clicking on it, no biggie tho, I usually use the keyboard anyway.

Mission 1 is real easy, and I like how the game keeps on playing after the mission is over. Having the game quit would just be down right awful, considering how much fun you can still have after the mission is over. I noticed the appearance of freighters, other military carriers, and explorers passing by to dock with the station once the gammies were crushed.

Mission 2 is a beastie. I tried to tackle the station, but accidentally forgot to plot my course right, and my hyperjump threw me off course. So I had to sub-light to the base. I eventually lost patience and went back to mission 1 again.

The ships look wonderful, especially with the scale of them pumped up a few digits. It truly is a wonder to leave the ship and see how tiny you really are in the game! The regions are much bigger, making tactical retreats a big pain now, but who cares, if I die I at least get to see that satisfying explosion and destruction of my ship.

The music is very well done, and holds true to the atmosphere of the sim, hats off to Markus, who deserves much praise for getting that sweet guitar solo into the main theme! I also like that we can add in our own mp3's and listen to them while we play. Usually in BC3k, I just turned off in game sounds and listened to mp3's anyway, now I get in-game sound and mp3's!

I also opened up the little bcstudio.exe program, and looked at all the models. Wow, the models look wonderful, and it's cool to put all the different effects onto them and see how they look.

This has truly made my month, thank you very much testers, coders, sound guys, etc. who are making the game possible for us to play! Your doing a good job!

Now all we have to do is wait for the multiplayer release...


Supreme Commander:

quote:


quote:

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altho annoying in that whenever I pass my mouse over one of the modes, it just switches without me clicking on it, no biggie tho, I usually use the keyboard anyway

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The mode doesn't change. It just goes into preview mode so that you can quickly look at a mode without actually switching to that mode. To actually change the mode, you then click on the mode tab. This is documented in the version control file.


Kush:

quote:


I haven't played it anywhere near as much as I'd like to. (Real life is always eating into my game time) And when I do play I'm far too busy enjoying it to think about what I enjoy about it, but I echo Daniel. The music's great! The models all look great. The flight dynamics are great. If this is a preview of things to come, I'm way more excited now then ever before.

The icons RULE! Everything is much more intuitive. Love the changes to Tacops. Perscan is WAAAAAY better. It's very slick. There are so many things I felt were huge improvements, I can't think about them all now.

If you're looking for constructive criticism I've got one comment. (Take them with a grain of salt. It's not a huge issues and I don't expect you to impliment what I say.)

I would love it if the beam weapons on the ship you pilot looked a little beefier. Sound is great. And I like the pinpoint laser feel of the weapon, (For some reason the pin point laser effect makes you feel like you're doing more damage than a big wide beam.) But a little something to sparkle it up could be neat.

The thing about this game is that it's deep, very deep. So what is in the demo is great but I know there's more to come, so BRING IT ON!


Supreme Cmdr:

quote:


quote:

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I would love it if the beam weapons on the ship you pilot looked a little beefier.

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They are scaled to the size of the ship. And I do NOT plan on exaggerating the scale because then it would look wrong in multiplayer (as seen by other players) in the external camera view.


Filo:

quote:


I have to say that I'm very impressed, I especially like the new hyperspace FX Went for a space walk and bashed my AE against the hull a few times. He even tells you when it hurts (Oof!!), lol.

Managed to beef my grafix all the way up with no slowdowns. Still have yet to create a huge skirmish and test it for process intensive stuff. Love the new interface. It's very familiar to BC3K Veterans, yet also user-friendly to newbies (with icons & stuff), seems much easier to use. Music rocks, definately better than listening to that boring midi over and over, I always had it turned off, hehe.

I found the FAQ very helpful too. It fixed my initial sound & graphics problems in no-time. This game is now definately on my GET ASAP list.

BTW, is my craft supposed to disappear completely when I enter hyperspace?

Also, fleet controlled craft don't seem to follow me into different regions. Do I have to wait until they emerge from hyperspace?

p.s. Nice choice of JStick SC, same model I have. I only get that OK/Unknown problem if orig drivers get over-written by OS standard ones. i.e. - OS re-install


Supreme Cmdr:

quote:


quote:

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BTW, is my craft supposed to disappear completely when I enter hyperspace?

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Yes. And when you cloak too (scenario #2, carrier only)

quote:

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Also, fleet controlled craft don't seem to follow me into different regions. Do I have to wait until they emerge from hyperspace?

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No. Just go. They will follow if they were previously set to escort/defend you. If they weren't escorting or defending you, they won't follow you out of the region.


File:

quote:


Thanks SC, just noticed while in battle i accidentally rammed into another craft (or was it him into me?) and saw my hull cracking open in many different places, this is too cool!!

Ohso:

quote:


First the story of how I found a bug (I thought):

I was playing the first scenario and hyperspaced out to the jumppoint and back to the station while playing with the camera views. I knew my ship was supposed to be invisible while in hyperspace so I switched to inverse tactical view to watch it reappear near the station. Waited....no ship. Rotated the view around in case the angle was wrong, no ship. Switched to bridge view, hmm I can see the station fine. Now I'm thinking maybe my ship never became visible again (No I wasn't cloaked). Back to the other view and rotated around some more, no ship. Zoomed in a bit...hmm, what's that little green speck. Ack, it's me. My cruiser is microscopic compared to the station. Talk about overestimating oneself.

Stuff I really liked:

The music.

The hyperspace effects and star streaks.

Blowing stuff up, explosions and laser hits look cool.

Ordering people somewhere and then watching people move around the ship in perscan.

Exiting the ship with a jetpack.

The hud, it's easy to get at lots of stuff (I think I liked this best).

Questions/problems/comments:

Pressing '5' on the numpad to autolevel seems to pitch/roll the ship much faster than the manual controls. Is that by design?

Accessing computer screens pauses the sim, and since multiplayer probably won't do that I was wondering if it will stay this way for single player in the final release.

I expected wormholes/jumpgates to have some sort graphical effect or transition rather than being instantaneous. Whle not necessary I think it would add something to the game. (I used to love the cinematic Privateer played when jumping)


Papi:

quote:


Hi Ohso, accessing computers don't pause the game time, as you can see if you go to logistix and assign engineers to do repairs. You can wait in logistix and see how repairs get done.

But MP is still not implemented, so you have to wait to see how it works in MP


[This message has been edited by Supreme Cmdr (edited 03-18-2001).]

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quote:


Pressing '5' on the numpad to autolevel seems to pitch/roll the ship much faster than the manual controls. Is that by design?

Thats what the 5 key does. Your question was what?

quote:


Accessing computer screens pauses the sim, and since multiplayer probably won't do that I was wondering if it will stay this way for single player in the final release.

No it doesn't.

quote:


Whle not necessary I think it would add something to the game.

No it won't.

[This message has been edited by Supreme Cmdr (edited 03-18-2001).]

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I found the demo to be lots of fun and I liked it.

My question about the 5 key was that the ship seemed to move "faster" than doing the same manuvers with other controls. I just wanted to know if the speed difference was normal.

For the pausing, I didn't really mean the computer screens as such, I actually meant the pop-up menu where you can select them. Sorry I wasn't clear.

The worm hole thing was just an observation/opinion. I didn't mean it as a criticism.

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quote:


My question about the 5 key was that the ship seemed to move "faster" than doing the same manuvers with other controls. I just wanted to know if the speed difference was normal.

It was designed to do that - irrespective of the flight dynamics. Its just a way to orient the craft/camera after you've screwed it up.

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Ok most beloved Supreme Commander, I'm going to give you honesty here because that gives me the best chance of getting anything changed and just being flattering benefits no one.

I'm trusting you to be honest back and to not yell, scream, or call me names unless I really deserve it.

IÔÇÖm going to start with the stuff I donÔÇÖt like because it takes longer. I have to explain why I donÔÇÖt like things because itÔÇÖs useless to just say ÔÇ£I donÔÇÖt like itÔÇØ. IÔÇÖll put the things I do like under the ones I don't. My intention is really not to insult anything, IÔÇÖm just expressing my opinions and youÔÇÖre free to ignore them. In fact IÔÇÖd rather be ignored than yelled at.

I don't like the interface, I'm sorry, I know that's not what you wanted to hear from your fans.

Here's why:

The interface feels cartoon-ish. Too many bright colors, and the icons? I'm sorry, but yuck. I don't like the little pictures at all. I don't need pictures to tell me what I'm doing.

I figured the interface was something I wouldn't like just from the screenshots of it, but I reserved opinion for the demo. I was right, it feels silly and it takes away from the "serious" feeling I got from BC3k.

I understand the need for simplicity to appeal to larger audience, but little pictures?

On one side are the pictures of the ships and the missiles and if I want to see the status of those items individually I have to open little boxes next to them and those take up room. I much preferred the old colored text.

The PTA readout on the interface is now one large readout as opposed to the separate smaller ones representing the charge of each individual turret. Now if this is because in these more futuristic ships all the PTA's draw power from one single source for their shots, that's fine with me, but if each cannon has it's own separate recharge time still I'd prefer a separate readout for each turret. Not only did it look ÔÇ£coolerÔÇØ, it was also much more informative when setting the PTA's to high power levels. I also understand there are many more then just three turrets on some of these ships now, but I stand by my belief that it would be better to have individual readouts.

I also now have to move my mouse to see what my settings are! That's one of my biggest complaints about the interface in single player it's hard enough to find time to be fooling with trivial stuff, but when we hit multiplayer? Up against humans? Having your PTA's set too high for rapid fire could get you killed, having them to low could get you killed, and having to stop paying attention to the action to hover my mouse over the PTA readout to see the power setting? No thank you sir. I want my information at a glance and without having to stop paying attention to the important things.

Sometimes a graphical interface isn't a good idea, in this case I believe that applies. Perhaps, if it's not an incredible amount of trouble, there could be an option for a more old style view. I would so love to be able to choose between the two. Keep it simple for the new guys, but give the vets something they're familiar with that is also more "at a glance" informative.

I guess what it boils down to is that you've made the interface, in my most humble opinion, inferior to BC3kÔÇÖs. And less attractive. Big pretty colors, little pictures of everything, rounded corners. It doesn't look more advanced, or more "up to todayÔÇÖs standards" it just looks more childish and more geared toward letting the masses understand it than making it useful.

Is it more intuitive? Not really. Is it more attractive? Not to me. Is it easier to learn? Probably so. But the sacrifice of the grit and feel of the game isn't worth making the interface a little easier for the masses to understand.

Why am I spending so much time on the interface? Because it's taken something away from the game for me. I truly believe the all important feel of BattleCruiser has been lost with the bright colors, simplified readout, and icons.

The cloaking effect is great, but when we cloak and decloak we lose the shadows on the ship, that takes away from the effect.

I have been following you on VE and I have seen your, very credible, explanation for why jumping has been changed the way it has and I agree that some ships should be faster than others. But I have serious problems with not being able to jump to an object 600k away. It simply takes too long to get there. Downtime is not a good thing in a game, as much as I love BC3kÔÇÖs realism, I think you can justify jumps to anything more than 400k away and maybe less. Recharge times are fine, jump travel times are fine, but you yourself said that the areas are huge and not being able to jump 600k is just taking far far too long.

A problem that plagues me in BC3k is now in BCM. Why does my engineer turn the power level on things down when we have plenty of power? I donÔÇÖt understand and I never really ask in BC3k so I may as well now. We have 60 energy units left and yet he has cut power to the engines in half. Even if we only have 10 energy units to spare I donÔÇÖt want my engine power cut! I donÔÇÖt think I understand this.

The music is very good and I like it on itÔÇÖs own merits, but why am I getting slow guitar soloÔÇÖs during firefights? That takes the fight out of me, it actually makes me want to stop playing and just sit back and chill for a bit.

I donÔÇÖt know if this will apply to all ships, or just to the ones in this demo, but the main gun no longer feels like a main gun to me. It just feels like several smaller guns firing together. I would much prefer a large, perhaps beam based, single shot with a longer reload time, at least on the larger ships. Maybe a more rapid fire pulse weapon on the smaller ones, but I really feel it should be no more than two beams at once to give the feel of a massive ÔÇ£main gunÔÇØ with only one or two barrels mounted on it.

OK, thatÔÇÖs all my dislikes/complaints/observations. Now for what I do like

The new models are fantastic! I love the shuttles and the fighters and the ships and the bases and everything is just awesome looking!

The new turning speeds on the large ships are very cool!

Beam weapons! Woot!

The cloaking effect is awesome!

The hyperspace effect is very cool. I was always under the impression the ship flew into the hole in space it created, but having the ship be enveloped into hyperspace before it even starts moving is a neat way to see it.

Has the ability to jump been removed from the smaller ships? If so, I like it, if not thatÔÇÖs ok too, but I like the idea of it being gone. Could be a problem with fighters though, since it takes so long to prepare them to redeploy.

I love the scale of things now, IÔÇÖm curious how planets will fit into the scale system.

The model of you in space looks much better when you see it yourself than it does in the screenshots. I like. Wish I could shoot.

I basically like everything youÔÇÖve done with the small exceptions listed at the top.

CanÔÇÖt wait for the next demo!

Edit: To remove a word I put in italics that I didn't mean to.

[This message has been edited by Serrin (edited 03-18-2001).]

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Some advice to demo players: BCM is not BC3K. It took the beta players a while to get over the differences in play between the two and how it affects strategy and such.

Play the game a little bit and let it grow on you. That's what we did.

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First off, let me just say i love the demo...it is everything i was expecting and them some. I can't wait for the next episode (and the full game, for that matter!)

The new interface is pretty sharp, but i feel sad to see the old cockpit-style look go. I loved the feeling of switching from the BC to a shuttle and seeing the cramped little cockpit, then switching to an interceptor and seeing the sleek military cockpit...but i wasn't really expecting to see a different cockpit graphic for each of the god-knows-how-many differnt ships...and this certainly gives you more viewing area...

The thing that really bothers me, however, is the physics behind the flight dynamics. In space, there is no air resistance (on account of there being no air...) and so there is next to no drag on an object moving throught space. Because of this, there isn't really a "top speed", but rather max acceleration. As long as something is accelerating, it will go faster, and as soon as it stops accelerating, it will continue at the same speed until you begin decelerating. Because of this, the physics (IRL at least...) should work based on acceleration and deceleration, and not the silly, watered-down sci-fi Earth based top speed with drag when you stop accelerating system which is so popular among ppl who like their sci-fi soft and fluffy instead of going for real hard sci-fi stuff. Let me just make it clear at this point that i am not suggesting that the whole game be remade to satisfy a picky hard sci-fi nutbar like myself (it would really make the game that much more difficult and mind breakingly complex...) or that i am singling out DS for this...i'm just annoyed with the idea that the actual laws of physics are raped and tossed aside in favour of a grossly simplified version of flight dynamics for ppl who can't think beyond how their car works here on Earth on such a large scale and so casually. Spaceships don't have "top speeds" or need to have the engines running constantly to maintain a constant speed. However, it might be possible (and this is the part where the SC tells me i am a fool and that the game will not be changed at all ever) to modify the jetpack code so that it works on a accel/decel system. I hopped out of my ship as soon as i could and started playing around with my jetpack and flying circles around my ship and admiring the model, then decided to cruise over to the station and check it out. I pointed towards it, held down 'W' and watched my fuel drop towards zero...and then came to a dead stop all of a sudden. "WTF?" i asked myself, dead in space "...the heck is this?" I let the pack charge for a moment and set off again...and almost immediatly came to a complete stop again. I chew on my lip in frustration and decide to head back to the ship...in tiny, two second bursts every twenty seconds or so. "Forget this" i grumble as i quit and start a new game. This time, i park the ship directly over the station and jump out to look around at the great model...and notice that the station orbits faster than my jetpack's (grrr...) "top speed" and so the best i can manage is to fly a shuttle over in front of the station and let it pass by me like some kind of cheap slide show. "there's something to explore," i say, and then watch as the cool little detail, moving along at a snail's pace, slowly but surely outpaces my little dinky jetpack. The jetpack fallicy is, without a doubt, the biggest disapointment and the the most irritating frustration of the demo, and completely avoidable by making a few minor changes to how the jetpack moves. First, have it act like the afterburner and retro rockets. Second, only have fuel be consumed when you accelerate, decelerate or turn and reduce the fuel supply accordingly. Third, remove the drag. Forth, put a cap on speed so that you don't have little guys whizzing through space at insane speeds by holding down 'W' for long periods of time.

Take this however you like...it is, after all, your game, the end result of a period of work longer than half my entire lifetime, and for some person with about a dozen posts to start suggesting sweeping changes to the code is something that you have treated in the past with the proper amount of respect...ie an infantesimal step above absolutely nothing.

-K

------------------

Commander Markus Korivak

GCV Norfolk (pending commission), ISSHQ (Saturn)

ISS, Defense Wing

ISS Fleet Defence Wing GCV Norfolk

"Honour is what no man can give you, and no man can take away"

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quote:

The thing that really bothers me, however, is the physics behind the flight dynamics. In space, there is no air resistance (on account of there being no air...) and so there is next to no drag on an object moving throught space. Because of this, there isn't really a "top speed", but rather max acceleration.


Heh, you're late, mate. That was discussed years ago for the previous BC3k titles. It's not like we don't know how Newtonian physics works, it's just that when you're doing a game you have to make it fun and playable. This is a game, and it's ok to set new rules as long as you are consistent with them.

------------------

See you out there, among the stars

Cmdr Nava, GCV Nemesis (Official BC3k tester)

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I have to agree with Hector Socas Navarro

and partly with Korivak, with the completly correct flight physics it will be too hard to dogfight in space, consider the direction changes. But I also think that there should be a middle ground, not have a ship behave like space is a buble around it and it's the space that rotates around the ship. I very much liked the flight physics of Independence War, maybe something similar to that can be incorporated here.

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Guest Filo

Well from what I've seen in the config, it looks like there will be three or so different types of flight dynamics for ppl who prefer more realistic space flight controls, but hey I'm just guessing here, help me out SC.

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Kerin:

  1. Interface: Sorry you don't like it. And since most everyone so far, likes it, and since I don't intend on changing it in any shape or form, you'll just have to play the game until it grows on you.

    And I didn't redesigned it to appeal to a wider audience. Its going to take a lot more than an iconized interface to achieve that.

    The OS you use, every day, has an iconized interface, so I don't understand the double standard.

    No. I don't miss DOS either.

    You must be the ONLY person on the planet who likes the text interface of BC3K. I can't please everyone, so I'm going with the majority.

  2. The PTA system was re-designed from scratch. You'd better go read the version control file so that you can actually learn how it works. AND if you LOOK at that file, you will see that in the 2.2.09.02 version, is the kernel that the demo uses, they are independent and graduated based on the turrets they control.

    And the caveats you describe about how you can be in a bad situation regarding its settings - is what a good commander should be about ----> learn the strengths and weaknesses of your ship's systems.

  3. You don't need to jump 600K. And thats just a fictious number someone dreamt up. The distance is pre-calculated based on your ship size and the size of the target; so 600K is not a locked number. If you read my VE post, then my argument should be clear.

    Again, learn the capabilities of your ship.

  4. As for the CE, thats his job. If you don't like how he's doing his job, take him off-station and see how YOU like monitoring all the energy aspects of your ship.

  5. The music was geared to particular instrument. You don't like the music, delete all the files in the .soundfxmusic folder -or turn it off in CONFIG.

    Again, I think you are probably the only one who doesn't like music - and the reason you give is really funny as hell. No, seriously, it is. Don't take my word for it, read what you wrote again.

  6. All the weapons were handcrafted and designed, by me, to be unique. You've only had access to about 4 ship types in the demo.

All in all, thanks for your comments. But make NO mistake about this, NOTHING in this game is changing based on any external input. Thats just NOT going to happen. My design and my goals are clear and written in stone. So, ALL what you describe, WILL be in the final game - so, I suggest that you do NOT waste your money buying the game. Wait for I-War2 or some other title. Thats what a demo is for.

In the meantime, have fun!!

[This message has been edited by Supreme Cmdr (edited 03-19-2001).]

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The game is cool, to put it in perspective it's the BEST. I like the interface, the graphics and all else, just want to know more about the flight dynamics, if there will be 3 different flight models, then in the most advanced, or any one of them will it feel like the ship skids/slips as it turns, another words, will it feel like the ship is on rails or free floating? That's the only question/coment I have.

[This message has been edited by Soback (edited 03-19-2001).]

[This message has been edited by Soback (edited 03-19-2001).]

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Guest Steve Link

Having played flight sims like Falcon 4.0, I think I understand why he prefers the text interface, it gives the game that authentic 20th century "military" feel. To be honest I felt similarly when I first came across the screen shots. Heh, God only know I like acronyms too. However its not all that important to me, and I definitely prefer the new layout of the NID/TACSCAN/CVD systems.

If your feeling generous it might be nice to release an alternate hud mode as a value added feature sometime after the games release for the grognards, but as I said its not all that important, certainly not for me anyway.

I am wondering if there are any plans to support rudder pedals or joysticks with a twist axis for rolling? The button 2 method certainly works, but I've been spoiled by other flight and space sims in this respect.

I'm happy with what I'm seeing, and I can certainly do without some bells and whistles for a product of this type.

Steve

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"You don't need to jump 600K. And thats just a fictious number someone dreamt up. The distance is pre-calculated based on your ship size and the size of the target; so 600K is not a locked number. If you read my VE post, then my argument should be clear."

Sweet thats even better =) I've only been playing the first mission trying to learn the systems on the Warmonger. I haven't even tried the second mission yet.

As for interface I think it's great. I like how in Tactical I can move personel around so easily. Overall all the menu's are much easier to use and look alot better.

Was wondering about that flight model option in the config myself. Will there be variations on the flight model being used or different types altogeather? Twist on the joystick would be nice but please have an option to disable twisting on joystick if you do decide to support that.

[This message has been edited by Kurt Meyer (edited 03-19-2001).]

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Sorry Serrin but I could not disagree with you more on the interface. I really couldn't. I think it's a case of you just got used to the old interface and that's fair. It's human, but I will kill myself before going back to the old interface. I love the new one. I'm not being a fanboy, I just think it's way more elegant, and the colours make it way more... er... better.

Sorry Serrin but I gotta strongly disagree.

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While I don't plan on adding rudder support (I probably would, if the demand is there, since its trivial to do), I definitely have it in my todo list to add joystick twist. In fact, I just received some new sticks from Thrustmaster, and they're begging me to implement it. I plan on it.

As for the text HUD, I'll probably come up with something post-release. Perhaps a Config option. Can't go around alienating the grognards now, can we? biggrin.gif

Flight engine. Actually, Peter (my flight dynamics person), did two flight models - the second one is realistic (its partially disabled though it is listed in Config) but I have not implemented the code for it. I was planning on just not doing it. So, don't be surprised if the Config option disappears in the next update. IF I have time, I will implement it.

The PROBLEM is that you can't just implement it for the player craft, you have to implement it for the NPCs and those b*astards have to learn how to use it - or combat would be a non-issue. At this point, it is the highest on my list to disable and remove from Config. Again, if there is a demand post-release, I'll include it in a patch.

I've GOT to get this damn game out, so, am not bloody likely to be screwing around in novelty items. Its one thing to make decisions on my own and delay the game, its another to put the team at risk for personal gain. We ALL have to move on and right now, GCO is the TOP priority around here. In fact, I've just hired Robert from The Other Guys to join the GCO team. So, as far as I'm concerned, BCM is on the way out and we're moving on.

[This message has been edited by Supreme Cmdr (edited 03-19-2001).]

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Okay, I've come up with something that gets to me.

The icon for the reactor, the nuclear symbol, the three triangles don't look quite even. I'm anal retentive about that kind of thing and I have to admit it gets to me. (I'm one of those guys who has to have the knife and fork perfectly perpendicular before I eat. It's weird, I know, so shoot me.) Is there anyway to get the icon redone so that it looks more even and less hand drawn.

I bring this up thinking that it's something that would be relatively easy to impliment before release. If it's not, don't worry about it. I'll get over it.

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Martin , you have seen nothing yet , prepare to be stunned when you have the gold version in your hands ....

------------------

Commander Nick Jamont

GCV Prophecy IV, ISSHQ (Saturn)

Intel & Espionage Wing Leader - ISS Fleet

"silence is gold"

External Beta Tester

Battlecruiser Millennium

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Guest

I would love to see a realistic flight dynamic option.

What I think of the demo? Hehe, gimme a few more days until the shakes stop and then i'll tell ya.

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Guest dnoyeB!

Let me first say I like it. Reminds me of star quest or some space game I played back in 1989. but much more graphics and such. I was not impressed with the graphics of the demo. However, I saw the shots on the site, and see that the game does indeed have impressive graphics.

Marines keep saying their ready for deployment. Makes me want to deploy them. Don't know and cant figure out how...

Took some time to get past the NVIDIA issue. Also the lack of a wait message at the beginning of the install.

its cool, i like it and will be buying it this time around.

Few issues from a first timer.

1. Mix turn based and realtime. Be nice if within a minute the game would safely pause for 10 or so seconds, giving you a chance to give your orders for repairs, and such. Kind of a mix between real time and turn based for the multiplayer arena. Seems like something worth investigating if it were possible, dont know any games that tried it.

2. The interface letters are definitely too big.

3. Damage on pull out menus doesen't seem to match damage in the CVD. I could be wrong.

4. The jump issue. I have already discovered sometimes its easier to find a Far away object and Jump to it, then recharge, and Jump back the the object you really wanted to reach, thatn just impulse your way there in the first place. Am I misunderstanding what Im doing?

Notes to others, technical nitpicky stuff that im sure we live for smile.gif

1. Is there a top speed in space? Depends on your thrust mechanism. I hope the computer prevents you from out-thrusting your brakeing abilities. I assume the top speed of a vessel is directly tied into the power/effectiveness of its deflector dish. You can overshoot if you like, but its a risk. Also, there is gravity believe it or not. You are being pulled, well unless you have some sort of quantum singular anchor smile.gif

2. Turn radius. The thrust mechanisms would have no problem reorienting the ship in a complete u-turn, as if it were standing still (thats space). The only problem is the accelerations created on the people within, and the structure of the ship, if you got inertial dampers then it shoudltn be a problem. Thus your turning speed is directly related to the quality of your interial dampers. In any event, the same energy used to create the inertia must be used to quench it. But if its on a dime, then that energy must come much faster. Can your generators handle that output?

3. Auto stop when out of fuel? Sure, its not a natural thing in space. Lets assume the safety feature of the flight computer took over and stopped your suicidal but before you moved in some direction without ceasing. Maybe you could have an override for those suicidals.

[This message has been edited by dnoyeB! (edited 03-19-2001).]

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quote:

Originally posted by dnoyeB!:

Marines keep saying their ready for deployment. Makes me want to deploy them. Don't know and cant figure out how...

4. The jump issue. I have already discovered sometimes its easier to find a Far away object and Jump to it, then recharge, and Jump back the the object you really wanted to reach, thatn just impulse your way there in the first place. Am I misunderstanding what Im doing?

B]

To assign your marines to certain areas of your ship or to shuttles go to Tactical. After planets are added to the game, you can send them to the surface, etc.

Depending on the distances involved jumping that way could be faster. It adds an element of strategy I feel.

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Guest DerThomas.com

much of what i want to say is mentioned above.... but i want to add a bit:

i'm no hardcore-sf-sim-fan *g*

but i have to say that the flight model in the demo doesn't 'feel' right... it just feels wrong when i turn the engines off at 1000 km/h and the huge carrier comes to a complete halt after just a few meters...

i'm not sure if this is implemented on purpose. what the heck is TAB??!!? haven't looked it up in the controls yet but that's like a cheat. i have read somewhere above that there will be a second, more realistic, flightmodel included. with so many options how u wanna get the multiplayer running !?!

i'm really damn impressed although the demo fails to create the complexitiy of the game... but that's impossible *G*

[This message has been edited by DerThomas.com (edited 03-19-2001).]

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TAB? Could it be the thing at the left of the "Q"? If yes, then it's the retro-rockets, and over that is the after-burner. But I could be wrong.

------------------

Commander Epsilon 5

GCV - StalkerIV, Orion Starstation (CENTRIS)

Deterrence Battle Group

www.orionfleet.com

'This Far, No Farther!'

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