Flying Squirrel Entertainment
Battle Cry of Freedom => General Discussion => Topic started by: Harbinger on December 04, 2012, 09:09:46 pm
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So, with the game very slowly coming up, I thought I'd make a poll for people to vote what they think is the most important part of the game to them. I think I've added in most factors, if not...suggest and I'll add it.
To me, the number of players is the most important. I really want this game to stretch the limits when it comes to the amount of people that can stabilly play on a server. That feeling of massive warfare is what I want most out of this game.
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Ballistics are highly important in my mind, I want the bullets and cannonballs etc. to fly with beautiful authentic patterns
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Music, gore and destruction/epic explosions. Ah, just think about it, you marching slowly towards cannons that rips apart your friends, while a calm song plays in the background..
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Sounds good ^
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Both the larger battles, and the new historical accuracy. And honestly, they could both be rolled into one option, because larger battles are more historically accurate. :P
(The historical inaccuracies in NW have always bothered me, given that I'm OCD about such things.)
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Gameplay (ticked the box closest to it in the form of melee/horseriding mechanics).
If the game does not manage to be interesting in the micro scale the macro scale will undoubtedly be very sketchy as well. It's like trying to build a straight wall, but with bricks of many different sizes and shapes, not exactly impossible but alot harder than just to make sure the bricks are even from the begining.
The epic sense of scale will be the selling point (outside the United States that is), and while I expect it to draw in a lot of people it won't make them stick around unless there's solid gameplay to get them hooked.
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I think the most important aspect for me is the ambiance. Actually, immersion is a better word for what I describe.
I guess since the immersion depends so much on all the systems working properly and in harmony with each other, along with their quality and ability to make an impact on the player's feelings, immersion encompasses all the suggested features. The larger battles will play a big role, yes. All the other things like object destructibility, melee quality, etc. are required to be as accurate and impacting as humanly possible.
I'm writing an essay at the moment, so I don't want to spend too much time getting into detail. :o
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500 people in a server is epic and all, but if they actual gameplay isn't up to scratch(but it will be, so this is a ridiculous fear) then I don't see 500 people in any servers in AU.
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ALL AND MORE! ;D
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i hope for great detailed maps, with solid performance.
and yeah, massive battles on them!
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In a review I recently say warband was acclaimed to have some of the best horseback combat on the market, it will be interesting to see how BCoF replicates this and/or improves it.
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Voted melee, albeit I do very much hope massive battles will be somewhat stable clientside so +1 on Harby.
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A great melee system is what I voted for.
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The ability to create "custom defences". As an engineer making, raised and sunken battery's out of sandbags and planks, tickles my fancy big time! It would be awesome if a similair engineering system could be implemented in Battle Cry :D
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This is a similar concept to morth's post but it is obviously something ambitious but maybe realistic digging so you can create your own trenches and the piling of the dirt looks good, like minecraft in a sense so you choose where to dig, but the dirt then acts like a sandbag so it would stop a bullet :P I hope I made sense there
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The ability to create "custom defences". As an engineer making, raised and sunken battery's out of sandbags and planks, tickles my fancy big time! It would be awesome if a similair engineering system could be implemented in Battle Cry :D
+1 to that
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Commander battle. That is all. I know this is my first post on this forum, but I've put almost 200 hours into just commander battle in the past few months.
I have heard that there is a chance that commander battle will not be included in Battle Cry and that just cannot be so. In my humble opinion no other game I have ever played has combined first person action and strategy so excitingly like the commander battle mode in Napoleonic Wars. Anyone that has ever been a part of a mass cavalry charge with hundreds of bots can attest to how awesome it is.
You can use the argument that a higher player count would negate the need for a bunch of bots but I highly doubt you could replicate the same way the companies work so cohesively outside of very strict clan servers. Please please please find a way to make it work... or else I will just have to keep playing NW forever (I guess that wouldnt be too terrible)
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Commander battle. That is all. I know this is my first post on this forum, but I've put almost 200 hours into just commander battle in the past few months.
I have heard that there is a chance that commander battle will not be included in Battle Cry and that just cannot be so. In my humble opinion no other game I have ever played has combined first person action and strategy so excitingly like the commander battle mode in Napoleonic Wars. Anyone that has ever been a part of a mass cavalry charge with hundreds of bots can attest to how awesome it is.
You can use the argument that a higher player count would negate the need for a bunch of bots but I highly doubt you could replicate the same way the companies work so cohesively outside of very strict clan servers. Please please please find a way to make it work... or else I will just have to keep playing NW forever (I guess that wouldnt be too terrible)
Well,
I believe that honestly commander battle is almost a waste of money with the already enormous budget they are working on to create a spectacle such as BCoF. I think that, while it is fun for quite a few people in NW, anyone who has ever lead any sort of line, cavalry, or artillery in a linebattle has essentially played Commander Battle with more intelligent AI. My point being, that if you're an officer of any kind, or someone of leading stature, then Commander Battle is almost obsolete.
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However most people cannot lead real people, and no one can all the time. Everyone can enjoy leading in a commander battle without any fuss. I and my friends regularly enjoy commander battles (most do not play in a regiment) and we would be greatly disappointed if it were not included in BCoF. Commander battle is a must for me and a more intelligent AI would be a nice bonus too. Iron sights for skilled aiming for artillery, rifles and muskets is another thing I'm really hoping for and would be disappointed if it were not to be added.
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The problem is FSE is only a small group and the commander battle game mode would require a huge amount of time and effort in order to code the AI which is also quite diificult.
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Donate more, we will make more features. Right now, we do not have the time nor money to create a gamemode like that .
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The problem is FSE is only a small group and the commander battle game mode would require a huge amount of time and effort in order to code the AI which is also quite diificult.
Well, not necessarily. They already have most of it down already in NW, and I think a few upgrades would be all that's needed to make a superior BCOF commander battle mode. AI tweaking isn't too hard, and the code for group commands was already set in place in the original M&B singleplayer.
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BCoF is not based on the Warband engine. Just saying...
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BCoF is not based on the Warband engine. Just saying...
Yes, but are you really going to redo everything? Are you not carrying over a single bit of material from the old engine?
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BCoF is not based on the Warband engine. Just saying...
Yes, but are you really going to redo everything? Are you not carrying over a single bit of material from the old engine?
The Warband engine is the proprietary of Taleworlds so it would be illegal to do so.
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Nor would it be possible.
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Not using the Warband engine gives you more freedom correct?
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Melee and MASSIVE battles ofcourse... Destructible environments is a nice touch!
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Melee and MASSIVE battles ofcourse... Destructible environments is a nice touch!
To add onto that, I'd like to see more variations to bayonet combat. I don't really have anything specific in mind, but I thought thrusting over and over again to kill people made things a little dull. Maybe make it so that you can use the butt of the gun as a club even if you do have a bayonet?
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The thing that will decide the longevity of the game is the first person gameplay (melee etc). Immersion comes from knowing that your actions, as an individual, have an impact on a battle and that the impact depends on your individual skill and playstyle. Moreover, people need to feel like they're improving and learning new things the more time they devote to the game, so there needs to be a high skill ceiling to keep them going. Everything else is a bonus: the scale, the graphics, the interactivity of environments etc. Without this you will lose players as quickly as you gain them.
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I'm extremely looking forward to massive battles!
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Not using the Warband engine gives you more freedom correct?
Correct!
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"Other"
I want no high pings during linebattles.
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Melee. I was actually quite suprised to see that there were almost as many people in favour of historical accuracy, and even more for the big battles aspect, those things should be second priority in my eyes, like others have said the mechanics will be the determining point on the game. What's the point of having 500 player battles if no one likes the mechanics? So for them reasons I think the mechanics will be the most important feature, as it was the melee in warband that attracted me to it.
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Good and many animations, variety of realistic (but still balanced) weapons, and nice character customization. Also, destroyable objects.
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Great optimization for the low-end machines...and massive battles of course...and huge maps...and optimization again!
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Balance, plain and simple
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"Other"
I want no high pings during linebattles.
YES, U READ MY MIND!!!!!!!!
plus i would like the melee to be great!!
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Commander Battle mode 8)
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500 people in a server is epic and all, but if they actual gameplay isn't up to scratch(but it will be, so this is a ridiculous fear) then I don't see 500 people in any servers in AU.
poor guy
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Melee is absolute garbage. This needs to be fixed.
Rifles / guns need range added to their stats and a place to practice. "making it real is great".... but I have no clue where my bullets are going. I need a place to learn and understand how they move.
Bayonets - Still cant remove them while moving. That's not real....
Night mode - It can go away. Nothing more to be said here.
Weapon damage - Needs a huge overhaul
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Melee is absolute garbage. This needs to be fixed.
Melee is a bit odd. Hopefully, it will improve with later patches.
Rifles / guns need range added to their stats and a place to practice. "making it real is great".... but I have no clue where my bullets are going. I need a place to learn and understand how they move.
Go to your settings, click on the Misc. tab, scroll all the way down, and check the box for "Show bullet tracers." You can then hop on to BCoF US Official Drillcamp (Or any server that has bullet tracers enabled), and you will be able to see where your bullets and cannon shots go.
What I found out in my short test on shooting, is that there are three variables. The first is bullet drop and it is constant and different for each weapon, the second is wind and it randomly affects bullets (I'm not talking about direction, but every time you shoot the bullet will sometimes be affected by the wind), and the third is just the inaccuracy of the weapon. The only thing I take to account when shooting is bullet drop. No point in trying to calculate the wind when it sometimes affects the bullet. The same thing with the cone shape accuracy of these weapons.
Below is my rule of thumb. Hopefully, someone who has done extensive tests can give you accurate information and more if mine is wrong.
Over 100 yards (91.44 meters) I didn't bother at this range to test as the two random variables will make you miss most of the time.
50-100 yards (45.72 to 91.44 meters) aim for the head to the top of the hat. Aiming for there accounts for the bullet drop variable. You'll likely miss because of the other two random variables.
25-50 yards (22.86 to 45.72 meters) aim for the chest. The bullet drop isn't too dramatic here, but the other two variables may make you miss.
Below 25 yards (22.86 meters) aim anywhere and it will hit.
Bayonets - Still cant remove them while moving. That's not real....
You can somewhat move while taking off the bayonet, but like reloading, it is a specific part of the animation. A good hint is looking at the top right. Your bayonet image changes to the end of the weapon; that is the time you can move while putting or removing the bayonet.
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Melee is absolute garbage. This needs to be fixed.
Melee is a bit odd. Hopefully, it will improve with later patches.
Rifles / guns need range added to their stats and a place to practice. "making it real is great".... but I have no clue where my bullets are going. I need a place to learn and understand how they move.
Go to your settings, click on the Misc. tab, scroll all the way down, and check the box for "Show bullet tracers." You can then hop on to BCoF US Official Drillcamp (Or any server that has bullet tracers enabled), and you will be able to see where your bullets and cannon shots go.
What I found out in my short test on shooting, is that there are three variables. The first is bullet drop and it is constant and different for each weapon, the second is wind and it randomly affects bullets (I'm not talking about direction, but every time you shoot the bullet will sometimes be affected by the wind), and the third is just the inaccuracy of the weapon. The only thing I take to account when shooting is bullet drop. No point in trying to calculate the wind when it sometimes affects the bullet. The same thing with the cone shape accuracy of these weapons.
Below is my rule of thumb. Hopefully, someone who has done extensive tests can give you accurate information and more if mine is wrong.
Over 100 yards (91.44 meters) I didn't bother at this range to test as the two random variables will make you miss most of the time.
50-100 yards (45.72 to 91.44 meters) aim for the head to the top of the hat. Aiming for there accounts for the bullet drop variable. You'll likely miss because of the other two random variables.
25-50 yards (22.86 to 45.72 meters) aim for the chest. The bullet drop isn't too dramatic here, but the other two variables may make you miss.
Below 25 yards (22.86 meters) aim anywhere and it will hit.
Bayonets - Still cant remove them while moving. That's not real....
You can somewhat move while taking off the bayonet, but like reloading, it is a specific part of the animation. A good hint is looking at the top right. Your bayonet image changes to the end of the weapon; that is the time you can move while putting or removing the bayonet.
First of all holy shit you're alive?!?
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Thank you. You are the first person to provide any guidance at all when it comes to shooting. I appreciate it.
Melee is absolute garbage. This needs to be fixed.
Melee is a bit odd. Hopefully, it will improve with later patches.
Rifles / guns need range added to their stats and a place to practice. "making it real is great".... but I have no clue where my bullets are going. I need a place to learn and understand how they move.
Go to your settings, click on the Misc. tab, scroll all the way down, and check the box for "Show bullet tracers." You can then hop on to BCoF US Official Drillcamp (Or any server that has bullet tracers enabled), and you will be able to see where your bullets and cannon shots go.
What I found out in my short test on shooting, is that there are three variables. The first is bullet drop and it is constant and different for each weapon, the second is wind and it randomly affects bullets (I'm not talking about direction, but every time you shoot the bullet will sometimes be affected by the wind), and the third is just the inaccuracy of the weapon. The only thing I take to account when shooting is bullet drop. No point in trying to calculate the wind when it sometimes affects the bullet. The same thing with the cone shape accuracy of these weapons.
Below is my rule of thumb. Hopefully, someone who has done extensive tests can give you accurate information and more if mine is wrong.
Over 100 yards (91.44 meters) I didn't bother at this range to test as the two random variables will make you miss most of the time.
50-100 yards (45.72 to 91.44 meters) aim for the head to the top of the hat. Aiming for there accounts for the bullet drop variable. You'll likely miss because of the other two random variables.
25-50 yards (22.86 to 45.72 meters) aim for the chest. The bullet drop isn't too dramatic here, but the other two variables may make you miss.
Below 25 yards (22.86 meters) aim anywhere and it will hit.
Bayonets - Still cant remove them while moving. That's not real....
You can somewhat move while taking off the bayonet, but like reloading, it is a specific part of the animation. A good hint is looking at the top right. Your bayonet image changes to the end of the weapon; that is the time you can move while putting or removing the bayonet.
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First of all holy shit you're alive?!?
I'm alive because I simply refused to die.
Thank you. You are the first person to provide any guidance at all when it comes to shooting. I appreciate it.
No problem, always happy to help
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I think that massive battles do not represent the most important feature in Battle cry because other games fulfill the same features. The historical accuracy separates this game from something like Holdfast. The effort FSE put into this game is incredible.
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