Grognard
2012-02-06, 04:10 PM
I have been looking deeper at the game screenshots, and videos, and thinking about what I see that will effect gameplay, specifically the distances between pretty much everything... and really makes me wonder about certain things...
Observations / Considerations:
1. The bases, and travel time distance.
2. The distance of the structures from each other.
3. The space in the spawn rooms vs width of stairs.
4. The size of vehicles relative to the structures.
5. The highth of structures, and militarily significant natural objects
5. The distance of the ridges, and other militarily significant natural objects from structures.
6. The width of paths / roads.
7. Engagement distances for craft and vehicles, in the videos.
8. Class / inventory / ammo capacity vs. number if enemies / targets / HP levels.
9. View distance and obstruction density, vs approach paths.
10. Cover and concealment availability, ie clustering of troops...
Potential Effects (good and bad):
1. Vehicle, and running speed, specifically the necessity, availability, and capacities of transports... these capacities are only a little better than PS1... Do we want to simply rely on the more ubiquitous spawning system?
2. Weapon ranges, specifically engagement distances from weapon varieties like sniper rifles. Also, implants like run and sighting enhancers, use of nocs commonplace, even tacitly required...
3. Aircraft zones of control and interdiction radius, necessity for local air superiority... to prevent reinforcements from harrassment or destruction, or spawn site camping. Also, the sky limit, is it conducive to dogfighting maneuvers, and the "energy game" (altitude=speed)?
4. Tactical command and control / unit integrity... for instance keeping troops from getting spread out, to maintain economy of force.
5. Resource stewardship, ie. leaving things undefended, or not, due to reaction time, at critical resources behind the lines.
6. Base interiors, for instance the new zerg paradigm of 500 troops going down the stairs... grenade!
7. Engineering deployables that are effected by distance, for instance mine fields may need to be big now... and this requires reviewing inventory capacity, and the ability to deploy in a timely fashon, or who will do it?
8. Recon for cloakers, no invisible vehicles... does this now require a long run to recon?
9. Movement to contact, and flanking... we are going to need to develop some serious tactics for simply approaching a base, because there is a lot of room for ambushes, and interdiction now, it seems. Cooperation is going to be a big deal, and are the tools in place for faction wide cooperation? Can the mission system handle this?
10. Terrain varieties... lastly mentioned due to the dynamic way in which all the previously mentioned could be effected inversely, or even unpredictably...
This is just 10 examples of each, any thoughts on how this is all going to play out?
:wantbeta:
Edit: Spelling, punctuation, etc.
Observations / Considerations:
1. The bases, and travel time distance.
2. The distance of the structures from each other.
3. The space in the spawn rooms vs width of stairs.
4. The size of vehicles relative to the structures.
5. The highth of structures, and militarily significant natural objects
5. The distance of the ridges, and other militarily significant natural objects from structures.
6. The width of paths / roads.
7. Engagement distances for craft and vehicles, in the videos.
8. Class / inventory / ammo capacity vs. number if enemies / targets / HP levels.
9. View distance and obstruction density, vs approach paths.
10. Cover and concealment availability, ie clustering of troops...
Potential Effects (good and bad):
1. Vehicle, and running speed, specifically the necessity, availability, and capacities of transports... these capacities are only a little better than PS1... Do we want to simply rely on the more ubiquitous spawning system?
2. Weapon ranges, specifically engagement distances from weapon varieties like sniper rifles. Also, implants like run and sighting enhancers, use of nocs commonplace, even tacitly required...
3. Aircraft zones of control and interdiction radius, necessity for local air superiority... to prevent reinforcements from harrassment or destruction, or spawn site camping. Also, the sky limit, is it conducive to dogfighting maneuvers, and the "energy game" (altitude=speed)?
4. Tactical command and control / unit integrity... for instance keeping troops from getting spread out, to maintain economy of force.
5. Resource stewardship, ie. leaving things undefended, or not, due to reaction time, at critical resources behind the lines.
6. Base interiors, for instance the new zerg paradigm of 500 troops going down the stairs... grenade!
7. Engineering deployables that are effected by distance, for instance mine fields may need to be big now... and this requires reviewing inventory capacity, and the ability to deploy in a timely fashon, or who will do it?
8. Recon for cloakers, no invisible vehicles... does this now require a long run to recon?
9. Movement to contact, and flanking... we are going to need to develop some serious tactics for simply approaching a base, because there is a lot of room for ambushes, and interdiction now, it seems. Cooperation is going to be a big deal, and are the tools in place for faction wide cooperation? Can the mission system handle this?
10. Terrain varieties... lastly mentioned due to the dynamic way in which all the previously mentioned could be effected inversely, or even unpredictably...
This is just 10 examples of each, any thoughts on how this is all going to play out?
:wantbeta:
Edit: Spelling, punctuation, etc.