Flying Squirrel Entertainment

Battle Cry of Freedom => General Discussion => Topic started by: ClearlyInvsible on December 08, 2013, 08:49:20 pm

Title: [Suggestion] Realism/Arcade Game Types
Post by: ClearlyInvsible on December 08, 2013, 08:49:20 pm
So, there are many suggestions done on this board for BCoF. Many of them would make the game more realistic than NW is in it's current state, so here's the idea:

When BCoF, there would be two different game types than servers could be set on, like how it's done in Red Orchestra.

One would be Arcade mode, which would be like what NW is now. It's got some realistic factors but it's main goal if for public play and just to have fun.

Then, there would be realism mode. This would have those features which make the game more like an actual war. Stuff like uniforms degrading, misfires, composure, debuffs, more realistic damage and fatigue.

(NOTE: This would mean that there would be different types of the modes that already exist, this would not replace game-modes like Battle and Conquest)
Title: Re: [Suggestion] Realism/Arcade Game Types
Post by: Killington on December 08, 2013, 08:55:29 pm
I think it would be nice if it was like in NW where you can toggle on or off all of the "realism factors" like buffs, troop fractions, fall damage off horseback and so on. I think handling the features on a case-by-case basis rather than an all-or-nothing system would be better, and things like uniform degradation can be like realistic smoke where it is in the graphics setting, I don't want my toaster lagged to shit because its a realism server :P
Title: Re: [Suggestion] Realism/Arcade Game Types
Post by: regwilliam on December 08, 2013, 10:14:44 pm
i would like to see it but it would me the game would take longer to come out and i think NW found a good mix of fun and realism
Title: Re: [Suggestion] Realism/Arcade Game Types
Post by: TheBoberton on December 09, 2013, 02:08:31 am
The issue with something like Red Orchestra 2 (The original is all realism) is that such a system would end up forcing features, when they aren't wanted. (For example, I'd rather not have the 'composure' system you suggest, for reasons I will be bringing up within that thread. I would also prefer a very low rate of misfires.) People would then be forced to use the arcade mode, when they don't want such an experience at all. I would personally suggest a system in which you can toggle such effects (As has previously been suggested in this thread.), and to adjust their values (Rates, damage, speed, etc.), as this wouldn't force players and server owners to pick one or the other.



i would like to see it but it would me the game would take longer to come out and i think NW found a good mix of fun and realism

There was very little that was realistic in Napoleonic Wars. The only thing off the top of my head is that you walk, rather than fly.
Title: Re: [Suggestion] Realism/Arcade Game Types
Post by: AntonioTheWorstAtMelee on December 14, 2013, 09:14:49 pm
I think it would be nice if it was like in NW where you can toggle on or off all of the "realism factors" like buffs, troop fractions, fall damage off horseback and so on. I think handling the features on a case-by-case basis rather than an all-or-nothing system would be better, and things like uniform degradation can be like realistic smoke where it is in the graphics setting, I don't want my toaster lagged to shit because its a realism server :P

+1 making two different game modes will be bad in the long run IMO.  I can see making some servers more realistic than others, but not so much as it becomes something so different it splits the community.  NW has a good mix honestly, you could make some things more realistic, but I've never had a problem with it except for certain situations. 
Title: Re: [Suggestion] Realism/Arcade Game Types
Post by: Willhelm on December 15, 2013, 08:00:52 pm
I think it's very important to have the two types. If you only have one you're potentially limiting your playerbase, if it's arcade then reenactors will skip past it, if its just realism casual players will skip past it, if it has both, you could attract both. BCoF could get serious ACW reenactors playing it every weekend if it's done right and thats probably a huge untapped market.
Title: Re: [Suggestion] Realism/Arcade Game Types
Post by: Uberak on December 26, 2013, 09:19:14 pm
The issue with something like Red Orchestra 2 (The original is all realism) is that such a system would end up forcing features, when they aren't wanted. (For example, I'd rather not have the 'composure' system you suggest, for reasons I will be bringing up within that thread. I would also prefer a very low rate of misfires.) People would then be forced to use the arcade mode, when they don't want such an experience at all. I would personally suggest a system in which you can toggle such effects (As has previously been suggested in this thread.), and to adjust their values (Rates, damage, speed, etc.), as this wouldn't force players and server owners to pick one or the other.

Red Orchestra 2 actually has a custom game option for server administrators where they can turn on and off a plethora of variables. Unfortunately, most servers ignore that in favor of the three preset game types, but it is possible to use the custom game type route.
Title: Re: [Suggestion] Realism/Arcade Game Types
Post by: ClearlyInvsible on April 30, 2014, 09:54:38 pm
Bump for discussion
Title: Re: [Suggestion] Realism/Arcade Game Types
Post by: csderp on May 01, 2014, 08:17:15 am
Sounds good. Just hope they don't remove my glorious chambers.
Title: Re: [Suggestion] Realism/Arcade Game Types
Post by: csderp on May 09, 2014, 09:13:19 am
I think in realism if I get shit I bleed to death

Yeah. Sometimes when people are giving me shit, I just bleed from my private parts. Also, wheres your mandatory "XD"
Title: Re: [Suggestion] Realism/Arcade Game Types
Post by: KPJFormat on May 09, 2014, 09:37:31 pm
Oh god, please tell me graphical settings are client-side and not server-side!!! (such as uniforms degrading, the player should choose this based on their computer's performance, not the server choose this based on 'realism')

As far as actual gameplay, yes, make it a checklist (suppression? Stamina? leader buffs? Line buffs?) with comboboxes for numeric values (damage %, bleeding %, friendly fire %, etc.)
Title: Re: [Suggestion] Realism/Arcade Game Types
Post by: Killington on May 17, 2014, 09:56:38 pm
This sort of has to do with realism vs. arcade, it would be nice if you could enable the fancy parade uniforms instead of the normal uniforms that they actually wear.
Title: Re: [Suggestion] Realism/Arcade Game Types
Post by: Hugh MacKay on May 20, 2014, 09:32:53 pm
Would rather have twice the amount of regiments in game than having to make another uniform for every unit.
Title: Re: [Suggestion] Realism/Arcade Game Types
Post by: ClearlyInvsible on May 20, 2014, 09:38:19 pm
Most regiments looked similar anyhow, wouldn't be much of a stretch.
Title: Re: [Suggestion] Realism/Arcade Game Types
Post by: Skalli on May 23, 2014, 05:30:33 pm
If you look at games such as 'World War Two Online Battlefield Europe' then there are arguments for realism in games. At the other end of the scale you have games like Call of Duty which are just shoot em ups. The 'arcade' type games sell by the truckload, but they have a very limited shelf life, due to the fact that they don't take much in the way of concentration to play them. In other words they're not exactly 'thinking men's' games.

I think there is definitely a niche' for a 'realistic' ACW game that's based on the real battles. The shelf life of this game will depend on the re-playability factor, and I think that will come from the players themselves, in games like these no two times you play them should be exactly the same, & with big enough maps, and enough players, that will happen.

Games like WW2 Online utilize things like 'wounds' & 'ballistics' without compromising playability, that's what this game will need to do.
Title: Re: [Suggestion] Realism/Arcade Game Types
Post by: Marcellus on May 29, 2014, 06:28:41 pm
With the FPS that cover the current era, there are arcade games and more realistic ones -- there is no such distinction for ACW FPS since, as far as I know, there are no ACW FPS (at least no recent ones). I'm sure that making different levels of realism possible would hugely enlargen the audience. You would be able to pull in the hardcore realism players from RO2, Rising Storm etc. while also attracting the more casual players.

BUT: The level of realism must not be preset by the game, but rather be configurable by the server admins themselves, as suggested by others in this thread!