Author Topic: Developer Blog 22 - In-game Teaser  (Read 90163 times)

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Offline munky-wunky

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Re: Developer Blog 22 - In-game Teaser
« Reply #255 on: January 17, 2014, 05:01:34 am »
fine

you win i want my funnel cake.

(heads back to historical reenactment)


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edit for those who have no idea whats going on

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« Last Edit: January 17, 2014, 05:05:50 am by munk »
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Welcome to FSE hun. Enjoy your stay on s.s. Duuring. Lifeboat is to be found on upper left corner as "log out". We wish you enjoy the journey. Thank you for choosing Dutch Sea For your vacation.
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Offline Rejenorst

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Re: Developer Blog 22 - In-game Teaser
« Reply #256 on: January 17, 2014, 08:40:15 am »
Well, yeah, the environment defiantly has a factor on your ability to do quick motions, I won't deny that. When I timed myself I was on a quiet shooting range in Boston (Well, Sudbury) in the fall. While someone is yelling at me and I see other people firing, there's going to be some variables thrown in there.

I also did cheat a bit, I kept my rod on my belt and pre-tore the cartridge. I'd say in battle I'd have a 20 second speed.

there ya go.

It's a tooth thing, I got permanent braces in the back of my top and bottom front row and the paper gets stuck there sometimes. The rod thing I do in batte for sake of preference, I only keep it in the proper area when marching.

Animations can be slowed ingame just like in NW where if you used the admin rocket launcher the reload anim plays at lightning speed. I assume buffs will come into this.
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Offline Olafson

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Re: Developer Blog 22 - In-game Teaser
« Reply #257 on: January 17, 2014, 08:58:08 am »
Just in case you missed the post:
https://www.fsegames.eu/forum/index.php?topic=12276.msg452622#msg452622

Also.. As I said before, the ramrod part is slightly slowed down now. Btw. in NW, it takes 11 seconds to reload.

Offline Duuring

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Re: Developer Blog 22 - In-game Teaser
« Reply #258 on: January 17, 2014, 09:03:28 am »
Imagine Bf4 or CoD buffs playing this game.

"ONE MOTHERFUCKING SHOT? And it likes fuckin foreverrr to reloaaad! Soo laaaame!"

Offline SeanBeansShako

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Re: Developer Blog 22 - In-game Teaser
« Reply #259 on: January 17, 2014, 09:48:26 am »
Am I the only one excited about the 10 Gigabytes of sound people? That is a lot of taunts, screams and weapon sounds!

Imagine Bf4 or CoD buffs playing this game.

"ONE MOTHERFUCKING SHOT? And it likes fuckin foreverrr to reloaaad! Soo laaaame!"

I doubt they'd go anywhere near a American Civil War game anyways. History usually isn't interesting to the casual gamer unless they are looking for something new.

Offline Rejenorst

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Re: Developer Blog 22 - In-game Teaser
« Reply #260 on: January 17, 2014, 09:56:46 am »
Am I the only one excited about the 10 Gigabytes of sound people? That is a lot of taunts, screams and weapon sounds!

That's just the generic sounds ie: Cannons, Rifles, weather, body sounds and others/etc.

Voices are separate and we will likely start recording that once we get close and closer to the alpha although we may do some template or initial voices beforehand. 
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Offline Duuring

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Re: Developer Blog 22 - In-game Teaser
« Reply #261 on: January 17, 2014, 09:58:04 am »
True that.

Still, I still think reloading time should be 12-14 seconds at the very least. Otherwise this will just become yet another 1st/3rd person shoot-the-fuck-you-want-'er.

And my cavarly would stand no change, which would suck  :P

Offline Bamse

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Re: Developer Blog 22 - In-game Teaser
« Reply #262 on: January 17, 2014, 12:26:36 pm »
True that.

Still, I still think reloading time should be 12-14 seconds at the very least. Otherwise this will just become yet another 1st/3rd person shoot-the-fuck-you-want-'er.

And my cavarly would stand no change, which would suck  :P

+1

Cav would be so underpowered and wouldent even stand a chance.


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Offline Duuring

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Re: Developer Blog 22 - In-game Teaser
« Reply #263 on: January 17, 2014, 12:43:12 pm »
That being said, cavalry really shouldn't be able to play like in NW.

Offline Penn

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Re: Developer Blog 22 - In-game Teaser
« Reply #264 on: January 17, 2014, 12:59:11 pm »
That being said, cavalry really shouldn't be able to play like in NW.

How do they play in NW and how do you want them To be played in BCoF?
Penn and shitz

Offline ArtOfKilling

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Re: Developer Blog 22 - In-game Teaser
« Reply #265 on: January 17, 2014, 01:03:16 pm »
LOVE IT !  ;D

Offline Davout

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Re: Developer Blog 22 - In-game Teaser
« Reply #266 on: January 17, 2014, 01:06:37 pm »
That being said, cavalry really shouldn't be able to play like in NW.

How do they play in NW and how do you want them To be played in BCoF?
Cav will engage Infantry in a square and run straight into it and usually come out on top which is stupid when in reality they would stay away and have no chance of getting into the square.

It would be nice for cav in BCoF to fight like they would of in the civil war but that all depends on how the devs make cav and what their weaknesses and limits are.

Offline munky-wunky

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Re: Developer Blog 22 - In-game Teaser
« Reply #267 on: January 17, 2014, 01:22:58 pm »
That being said, cavalry really shouldn't be able to play like in NW.

How do they play in NW and how do you want them To be played in BCoF?

Cav sees infantry 200 yards out.

Cav dismounts.

cav uses there carbines to put up high rate of fire towards infantry

Cav then retreats when infantry comes to close/ when same teams infantry come up to support them.
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Offline kpetschulat

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Re: Developer Blog 22 - In-game Teaser
« Reply #268 on: January 17, 2014, 01:25:08 pm »
Well, cavalry in the ACW was not cavalry in the sense of European tactics. Almost all cavalry units were just mounted infantry. They would ride to a location, leave their horses behind them, dismount, and engage the enemy with rifles, pistols, carbines, whatever they had really. Some early-war Rebel cavalry didn't even have sabers for protection, so all they could do is skirmish against enemy infantry.

Offline Killington

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Re: Developer Blog 22 - In-game Teaser
« Reply #269 on: January 17, 2014, 01:38:47 pm »
So cavalry were like skirms but they can run away much faster than you can chase them, this is one of my greatest fears D:
In theory we could do huge player numbers far over 500 players per server...  As such we will surely keep our promise to deliver you the 500 players per server.

We will probably go (far) over it, but that's for later.