Scarab decided he was going to create a brand new thread for this. Anyway, I've deleted it. Here is what he had to say.
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I have to say that I'm impressed. I wasn't much looking forward to trying another go around with the BC series; I'd been a bit disgruntled with the earlier versions, but BCM more than makes up for it. When I first tried the series, I was impressed with the scope of the game, and even found myself becoming an addict to the game, but then the BCM demo 'shipped' and I have to say that you've done an excellent job. Many, many kudos to the 3000AD team, and to Derek Smart for polishing the game so well. Here are a few things that I found that were a little less to my liking, but really don't detract from the game enough for attention.
1. Having your ship stop dead on a dime (and I know that this has been covered earlier) is a bit distracting to the overall feel of the flight model. I love the slow rolls and time it takes to make it up to your target speed, but the dynamics of stopping are a bit brash.
2. No 'orbit' command for stations and such, (unless I'm doing something completely wrong. And that's the most probable cause. When looking at the readme/BC3000AD manual, it looked as though telling the ship to halt at the station was the way to put the ship in orbit, but alas, I was wrong. (This happened when I was working on the EXCELLENT views of the drastic model size differences in the game.... GREAT JOB!)
3. I gave the shuttle the order to 'Fly To' the AE as I'd lost myself in space (of course) and followed it in TACOPS as it did so, but noticed that the shuttle never did stop, but remained in a pretty constant orbit around me. While that works (and by issuing the halt command I was able to board the craft), it would be REALLY excellent to not to have to issue that last command. Just nitpicking, really.
4. Is it me or do my marines REALLY not know how to pick up prisoners? I played the first scenario through very quickly, then spent time in the region playing around with the shuttle/first person views when, much to my surprise (NOT! ), I was in the thick of a battle again. I rushed aboard the shuttle, flew directly to the Warmonger, and once I'd been seated in the command chair again, I was greeted with that ever-lovable intruders detected warning. My marines were all on-duty and took off on the search, but after twenty tense moments of watching the intruders tear things apart, I finally had to dock at the station to get rid of them. I watched several times as my marines entered a corridor or other section of the ship with intruders in it in force, but it always seemed that they were two steps behind. Is there a way to be more direct in my orders, perhaps?
Things that I love:
1. The graphics. Though a bit dated, the graphics are still very nice, with clean textures, great models, and even some good special effects. (Blowing things up just rules.) I'm not a big stickler on graphics, as long as they are well thought out, and these are, but more of a game-play freak.
Which brings us to:
2. Gameplay. Derek, or SC, or however I should call you , you've done something really special with BCM. You've made the interface MUCH more intuitive than the older editions, and managed to really create a sense of expansiveness in this game that is very much to my liking. I think BCM, with a little word-of-mouth help from your fans, will be a great success.
3. The music. I love this type of music anyways, so putting it in an epic-scope game of this type just fits. Great job.
4. A whole lot more... Well, I like the designs, the sometimes large (in the demo) battles, the fact that I can drive different vehicles then switch into first person mode, the .... (and so on. )
All in all, this was a great job at bringing your game back to the fore front. If the full version of the game plays as smoothly as this demo did, then I think that you're going to have a sleeper hit for 2001. Congradulations on a very well done job to you and all of your crew.
BTW... I'm currently d/l'ing the 2nd episode as I write this... more on that one tomorrow as I've had a chance to get into it.
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