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Messages - Peter

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News & Announcements / Re: Developer Blog 22 - In-game Teaser
« on: February 09, 2014, 08:07:35 pm »
Def. looks great  :D,  but I like the Napoleonic Wars era much more.
yea me too maybe a dlc or mod from napoleonic era will come to BcoF if it's moddable... Well i hope

I'm not speaking for any direct plans, but it very much remains a fact that since BCoF's development necessitates creating a groundwork of code that could potentially be used in a huge variety of musket era situations I'm sure the team would be open to suggestions pending a successful release of BCoF. Making lots of models and textures while not exactly easy is an easier task than creating a game from scratch.. :)

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[youtube]http://www.youtube.com/watch?v=pH5PFh3966M[/youtube]

Maramere Fortress is featured in this map pack.

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News & Announcements / Re: Developer Blog 8 - Drum Tunes
« on: January 21, 2013, 01:44:53 pm »
You would be surprised at how much drums seem to echo even outside, especially in built up areas. They are a very beautiful instrument once you learn a bit more about them. (Yes I'm a little bit of a drummer).

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News & Announcements / Re: Developer Blog 7 - We’re Back!
« on: January 15, 2013, 11:43:24 am »
The steps taken for this are that most of the visual destruction will be client-side, so players will be able to customise their settings to achieve the best performance.

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News & Announcements / Re: Developer Blog 6 - Christmas and New Year
« on: December 27, 2012, 12:24:43 pm »
Wait for the new year!

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Well even in the title being developed called "Caribbean" they have stated that boarding actions will take place after a loading screen. So you wont be controlling your guy walking on the ship, you will be controlling a ship, then initiate some sequence which takes you into a boarding fight. This method is the boring, immersion breaking and an easy option which has been used in naval games since they first appeared. The Warband engine prevents anything else though.

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Then why not just use the scene prop and plop some cannons on it, players then go on the lifeboats to travel around?

Em, that is exactly what we are planning? :)

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Just to be clear, no the props are not designed to be "pilotable", and at this point they cannot be destroyed. However, an awesome ship is an awesome ship! There is still a huge amount of naval stuff you can do with this, so I wouldn't worry! (Two ships in the sea, ladders to get up with plenty of longboats, siege gamemode, one is the attackers spawn and one is the defenders. And already we have an intense and fun game).

Mount & Blade Warband's engine really does pretty much stop anything naval in-game unfortunately.

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Media / Re: Total biscuit interview
« on: November 26, 2012, 02:14:34 pm »
Hey guys, thanks for the support but we very much have this in control :)
The reason we havn't started our full promotion campaign yet is that we still have very little to show, in fact the only reason we announced so early was because we felt we owed it to the NW community to let them get on board before the rest! As soon as we start moving into alpha you will see a huge amount in terms of increased coverage, and I have already started talking to some media outlets.
If we tried to do a big push now, as we have almost nothing to show we run a very distinct possibility of being one of the very promising games that falls unexpectedly by the wayside, but if we launch a campaign with game changing media we have a chance to rock the gaming world.
When we start this campaign I will let you know, and any help then would be very appreciated.
Thanks for the continued support!

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News & Announcements / Re: Developer Blog 2 - Regiment/Clan System.
« on: November 26, 2012, 02:05:17 pm »
What you don't seem to understand is that we want these features, but it is very difficult to have cosmetic visuals like ranks on arms and custom Regiment clothes with completely free rank choice etc. We are just trying to find a perfect middle ground, where you guys are happy and we can provide the features you want the most, so if we have to sacrifice some visual gimmicks for more freedom in naming ranks & regiments so be it.

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News & Announcements / Re: Developer Blog 2 - Regiment/Clan System.
« on: November 25, 2012, 04:10:46 pm »
So you're going to force people to use a specific set of tags and ranks, simply for the sake of historical accuracy?

As an extreme advocate of historical accuracy, I have to say that this is not the route I'd have taken it, but rather to encourage such things when possible, rather than forcing them upon the community.

Regiment names are not going to be forced, but the ranks quite possibly are. This is not 100% due to historical accuracy.
The discussion (there was one, and it was lengthy) was centred around the benefits of giving freedom of choice over the benefits of for instance having a global rank structure. This means that everyone can easily see and recognise what a rank means, and we can use this system coupled with our medals and clan ranking to basically put another layer on the individual player. As in, instead of getting to call his private rank spacetrooperz.. He can instead be shown to be a Private of the 103rd (Fighting Dogs) and we can also show their clan rank, with his rewards, his medals etc.

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News & Announcements / Re: Developer Blog 2 - Regiment/Clan System.
« on: November 25, 2012, 03:55:58 pm »
Also it fairly ruins immersion and ambience if you see a whole bunch of guys with a 101_Spacetrooper rank tag.

On the other side, regiments that are not English-based will have to play with ranks that are not historical accurate for their nation. I think it will be quite strange to look at french army with english ranks.
Then again I wasn't aware that France had an army in the American Civil war :p
There are regiments composed of Europeans that fought in this war, but we have decided that we are going for realism and historical accuracy, and so regiment structure will be in English.

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News & Announcements / Re: Developer Blog 2 - Regiment/Clan System.
« on: November 25, 2012, 03:09:21 pm »
Also it fairly ruins immersion and ambience if you see a whole bunch of guys with a 101_Spacetrooper rank tag.

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News & Announcements / Developer Blog 2 - Regiment/Clan System
« on: November 25, 2012, 02:46:56 pm »
Developer Blog 2 - Regiment/Clan System

So last week we talked about our plans for supporting huge numbers of players, today we have gone for something a little bit different!
A lot of people have been asking us about how we plan on supporting community made clans and regiments in-game. We have already had a lot of thought on this as our community is very important to us, especially as Battle Cry of Freedom is a competitive multiplayer game.




So our planned system will work something like this:
You can freely create clans for our game, these groups are called “Regiments”. These Regiments will be groups of players much like you see in our previous title Napoleonic Wars, however we aim to support these groups as much as possible in-game, and so please read on to get a picture of what we are planning.

Clan/Regiment page
The clan/regiment page is like an advanced version of a steam group. Clans can post news and announce events there. It is possible to easily browse the clan’s players, to take a look at their ranks and stats (including activity). The regiment page could also be used to communicate with each other. It has a small built in chat which saves the last messages, so players can view messages which were written a few days or weeks ago. This can possibly be expanded upon when we receive the appropriate feedback and support.

Ranks
The Regiment page also has a built-in ranking system. Ranks are displayed in-game and in the player overview of the clan. Administrators and founders of the clan can promote or demote players in the clan at will. However, promoting someone to an officer is only possible by the founder, because officers are not not necessarily administrators. Newly recruited players will automatically get the “recruit” rank assigned.

Joining a clan
Players can join and leave a clan as they wish. When joining a clan they have to fill out an application the founder will have created when creating the Regiment. The application is then automatically sent to the Regiment founder, the administrators and moderators. Admins, founders or moderators then just have to accept or deny the application.

Ingame tag system
When joining the game as a member of a Regiment, the game will represent the regiments tags + the current rank tags. For example: Clan tag: 882nd; Rank: Private; Name: Hans
Ingame name: 882nd Pvt. Hans

Medals
Every player, no matter if he is in a Regiment or not can receive medals for playing.
There will be special medals for special acts. For example, you could get a medal for defending a position against a majority of enemies or for playing the game for a certain time. When getting killed by an enemy, you will be able to see his rank, name, regiment, and his medals. Medals are faction specific, players are not able to get Southern medals when playing the Union and vice versa.

Competitive Play
We very much plan to support competitive Regiment play. We are not completely sure how it is best supported, but for now we plan to have an overall Regiment ranking list, where all regiments are shown with their overall score and victories. Regiment competitions will be organised by Regiments where they will choose a specific engagement (or part of an engagement depending on play count) and fight it out. The winner will receive a point/s which will add on to their total ranking.

We will see you next week!

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General Discussion / Re: Which role will you play?
« on: November 18, 2012, 01:01:21 pm »

Hello! Let us know what you are most looking forward to playing when Battle Cry of Freedom comes out and why!

excuse me but what is battle cry of freedom is it a mod or dlc?

You've found you way onto the forums for Flying Squirrel Entertainment's stand alone game that is currently in production. Their previously successful DLC was Mount & Blade Napoleonic Wars.

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