

Vietnam Glory Obscured
#51
Posted 25 January 2008 - 07:42
#52
Posted 25 January 2008 - 08:03
#53
Posted 25 January 2008 - 08:22
Theses games suck at realism, so the idea of veterancy is a useful tool to attempt to get some life outta them. I fail to see the logic in saying that units wouldn't fire faster etc. They would do. Experience breeds a better anything, including soldiers. So instead of this being an interesting new mod it was just me hotkeying marines every 20 secs as they all died in the melee. Hardly depth of gameplay.
But before anyone gets on their high horse, that was my two penth worth, I have uninstalled it and don't play to play again.
#54
Posted 25 January 2008 - 08:42
#55
Posted 25 January 2008 - 09:35
Veterancy was excluded because for to have the effect we wanted it would have to be a small benefit - one that in practice wouldn't have much effect at all. Veterancy is often liked in vanilla C&C games because the levelled up units become significantly more powerful ( auto-heal, much higher damage, higher ROF etc ). If we could add interesting abilities, it might have been done, but as it stands there's not really anything of interest to add and it means another load of stuff for the team to balance.
For the record, the prone units do not cause the problem - the only unit that would fail to level up correctly is the M102. Veterancy was not included as a design decision, whether you agree with that or not is up to you. It's something we're thinking about adding in the 1.1 patch due to demand ( becuase apparently the concept of a C&C game without veterancy over here is heracy ), but I'm not at all for it as it's not worth the time and effort of balancing that could be spent on more worthwhile tasks. But you should expect lots of marines to die; they are your cannon fodder. The depth comes in the mixed arms, particularly aircraft and armour use - I don't think you can fairly say it lacks depth because of one feature it lacks.
But hey, I always knew my design was going to split people down the middle like Marmite. To an extent that's what I wanted, because the game is closer to Sudden Strike than C&C and it's a mod so I can afford to get away with what I wouldn't in my job due to this exact division of interest. The community are obsessed with C&C and its clones, and that's fine, but I thought I'd try throwing something totally different into the fray to see what would happen.

Edited by AntiSocialKindaGuy, 25 January 2008 - 09:37.
A Gameplay Designer said:
Vietnam Glory Obsucred - AI / Gameplay programmer.
Zubo - The Game I Worked On At EA
Game of the Year 2006 Trailer
#56
Posted 25 January 2008 - 13:19
I honestly felt like why should i build another marine when he's gonna get wtfpwned pretty quick and I buy another 20 after that for more wtfpwnage!?! Veterancy might take that feeling away. A unit that can basically grow it's abilites gives me a reason to keep it alive and play strategically. Yeah it does mean other units get pwned quicker, but even realistically that happens in RL with Rookies versus Vet. Marines!
Yeah, I agree you have captured the feeling of 'Nam! Well done for it to. But perhaps some gameplay was sacrificed along the way? You guys are obviously better placed to know how to play this mod far better than I, but if i can walk up to this one and feel like this, then I wonder how many others maybe to? I know mods aren't about getting everyone involved and being top of the tree in fan base, but some subtle changes could make this mod awesome. IMO anyway.
But hey, the decision is always yours as it's your mod. I just wanted to explain myself just a little better. I hope you guys go on to make the mod you want create and have great success with it!
#57
Posted 25 January 2008 - 13:49
The gamplay was very much what I wanted to play - which was Sudden Strike but a bit faster. Hence the long range artillery pieces, the emphasis on scouting, and the fact you can't wade in with tanks. I wanted the "power" units, such as tanks and helis, to be very powerful but very vulnerable - hence your Cobra can rip through a base with no AA in seconds, but one stray redeye will take it out of the fray. Same with vehicles and almost everything else - they all have a specific counter. Helicopters when used correctly are utterly devastating, and thus require that additional balance, and the gen powers aren't supposed to be base killers but like almost everything else, supports.
I do read and take in everything people say; sometimes I agree and sometimes I don't. Many opinions are misinformed because the mod is so different that people don't have the patience to learn and understand it. It's slow to get going, and the heavy units are powerful but expensive, so don't come into play early in the game ( but capture half the villages on a map and you'll see plenty start getting churned out by good players ).
I actually find the mod really fun becuase it's designed to be what I enjoy, which of course isn't everyone's cup of tea, so dramatic changes that break the existing gameplay simply won't happen. But as there seems to be a great push for veterancy, I may well add it as an experiment - the problem lies in the balancing.
We are interested in your comments on veterancy here. Remember you can post a guest too! =)
Edited by AntiSocialKindaGuy, 25 January 2008 - 14:05.
A Gameplay Designer said:
Vietnam Glory Obsucred - AI / Gameplay programmer.
Zubo - The Game I Worked On At EA
Game of the Year 2006 Trailer
#58
Posted 25 January 2008 - 14:12
On this same point when you say:
Quote
Are you saying that you wanted to get the combination of combat units used in a situation to be able to win over well controlled, perhaps less capable units? So that two Machine Gunners would always be able to pwn say 4-6 standard infantry? If so, I just see that in a more realistic environment such as V|GO this might be a tad too simplistic. Arguably, yes, the Machine Gunners would normally always win, but in RL this isn't always the case. It was my understanding that tactics play a huge role in the outcome of any fire fight or conflict. And microing units is the way to gain tactical advantage. I understand your reasoning, sure, but doesn't this mean, and excuse my extreme lack of gameplay and knowledge of this mod here, that if you build the same groups of units everytime you'll win?? Get the combo right and it's success? If this IS the case then isn't there a certain amount of skill removed from the game? Have I misread your intentions?
Just seen your edit and link I will post something a bit later on there.!
Edited by Wizard, 25 January 2008 - 14:13.
#59
Posted 25 January 2008 - 14:30
A Gameplay Designer said:
Vietnam Glory Obsucred - AI / Gameplay programmer.
Zubo - The Game I Worked On At EA
Game of the Year 2006 Trailer
#60
Posted 25 January 2008 - 17:15
install - check
working - epic NOT check
gets a error or somming everytime i click the VGO.exe thing in my directory :(
also
is this game even worth my time? from what i see theres a lot of slagging off of it, bugs, bad econ, units not firing back...
Edited by Über Leet, 25 January 2008 - 17:18.
#61
Posted 25 January 2008 - 17:34
As for your problem, go to this thread.
A Gameplay Designer said:
Vietnam Glory Obsucred - AI / Gameplay programmer.
Zubo - The Game I Worked On At EA
Game of the Year 2006 Trailer
#62
Posted 02 February 2008 - 00:04
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I somewhat agree but in general I think that micro should always be something in games. Putting hard emphasis on marco in most games I've noticed really just generates the "hard to learn-easy to master" while micro usually puts the "easy to learn-hard to master".
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Coincidentally, CnC3 is one of the least micro intensive games I've ever played (maybe not in the new patches/expansion) but is more based around marco where you spam units and occasionally think about economy and occasionally change the unit you spam to counter.
Edited by Sharpnessism, 02 February 2008 - 00:06.

#63
Posted 26 February 2008 - 12:19

I question the general assumption that i am inherently deficient in the area of grammar and sentence structure
#65
Posted 27 February 2008 - 01:26
-L.P. Boidy
#66
Posted 27 February 2008 - 01:55
~SLG
#67
Posted 27 February 2008 - 11:40
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This has been said from the very beginning that Pegasus will only contain the USA. Remember we have one 3D guy, one cameo guy and one scripter - and we all have jobs, other halves and responsibilities. We have requested help many times, and never received any, so we decided to release Pegasus as it stood rather than leave it another year or two.
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This is impossible to do reasonably. Due to the village system, the script base already needs an hour of adjustments for EVERY MAP, and how it stands it is highly complex - so any changes to the system require every map to be changed. I don't have the time to make it even more complex, and then fiddle with it, and even then it wouldn't understand the concept of cover without many hundreds more scripts. Again, if we had a dedicated scripter to leave me time for the INI work it could be improved, but to get it to understand such a radically different play style is very difficult to do in a reasonable timeframe with a sensible number of scripts. I've rebuilt the AI a good half dozen times to avoid the massive pathfinding lag and to get it to better understand how villages should work.
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Depends on the map; there is room enough to build everything easily except the airfield, which requires forward planning but can be done. I will stand by, however, that build spaces are small and I've pointed this out time and time again - but it has reached a point now that to change each map would take too long.
A Gameplay Designer said:
Vietnam Glory Obsucred - AI / Gameplay programmer.
Zubo - The Game I Worked On At EA
Game of the Year 2006 Trailer
#69
Posted 27 February 2008 - 14:31
A Gameplay Designer said:
Vietnam Glory Obsucred - AI / Gameplay programmer.
Zubo - The Game I Worked On At EA
Game of the Year 2006 Trailer
#70
Posted 28 February 2008 - 05:07
#71
Posted 28 February 2008 - 11:20
A Gameplay Designer said:
Vietnam Glory Obsucred - AI / Gameplay programmer.
Zubo - The Game I Worked On At EA
Game of the Year 2006 Trailer
#72
Posted 28 February 2008 - 14:32

#73
Posted 29 February 2008 - 01:44
Edited by U-W-SAtomicarmy, 29 February 2008 - 01:55.
#75
Posted 29 February 2008 - 02:28
~SLG
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