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fsx RC feedback

Posted: Sat Nov 22, 2014 4:04 pm
by fsx
Feedback and message-boxes

I think, the game could been released. Its not perfect, but I have fun if I play it. I don't see major issues (it would be nice to "kill" the crashes-bugs).
I hope the game will improved as PanzerCorps also after release with updates included in DLCs.

+:
* storyline between the missions
* better graphics (compared to PC)
* some new mechanics (morale, line of sight)
* UI at the right side of the map
* traits are visible now in the purchase screen

to improve:
removed: 0. embedding pictures and using XML-tags in Messages - message staggering is implemented
1. keyboard interface
2. better (weapon based) battle prevision
3. to show the traits (as "Support") in the map or/and the unit list or/and in the battle prevision.
4. a way to prevent this: I will move a unit. I move it to a hex, look at the targets I reach now and the battle previsions. Undo the move and try to move to another hex and compare the battle previsions with the previous. The result depends from so many things, as LOS, distance between attacker an defender, defense bonus, support from other units (backfire).
* Add the feature: Assembly your own units.
* use ammountion. For me it is better NOW to deal only with morale, not with both morale and ammountion. But in later DLC, it should been used.
* a slider to define the delay time to show the battles, if the enemy attacks. Now the animations are to short. I could not notice all at the moment.
* Scenario triggers sometimes delayed. I made a move (that would trigger an action) and I could make some moves after the 1st, before I see the action (message).
* Move the message box over the UI at the right side. Now this box hides often the action/thing that the box will explain.

I did not read the manual. Perhaps it will explain these mechanics.
* I dont now (until now) which weapon is good against armor, infantery, morale...
* How works morale, LOS ?


removed: message staggering is implemented
One wish left. The in-scenario message boxes.
As Alex (Rudankort) added these boxes in PC, it was a small step im programming, but a huge step for the game. I think, it was the most important improvement of PC after release.
Its a way to explain the player the situations and it adds more vibes/ambience/atmospher (I dont know the right english word) to the game.

We (the modders) from Ostfront used this feature very often. Not only if the objectives changed and similar cases.
And since i know, that we could use graphics and XML/HTML-tags it was another step ahead.
Look at the 1st Picture (ingame message) in this post: http://www.streitmacht.com/viewtopic.ph ... =339#p7911
I tried these tags and embedding images, but it is not available in WH40K. --> added 0. to my wish list above.

Now I see a very nice storyline in WH40K between the missions, but the messages in the missions are poor / not so nice. No structure, no pictures, only used if somethig important for the mission happens.
As I wrote in the tread viewtopic.php?f=321&t=54222&start=20#p506231 , which version of the message you would prefere as player?


Multiple Ork Gargants detected inbound, evacuate area immediately!
OR
For all units! My scanner detected multiple Ork gargants inbound! Evacuate all forces! I will go ahead into the bulk of enemies (to the victory Hex) and destroy as many I could. Dont be worry about me. Over and out. Mannheim
With a structure (title, empty lines) and two pictures (Mannheim, Titan or Gargants) it would be on step better.

Re: fsx RC feedback

Posted: Sat Nov 22, 2014 7:05 pm
by Kerensky
If you would like to implement more complicated message structure, I strongly recommend message staggering. It's the alternative we have fallen back on, and it does a great job for players that will be experiencing our 1.0 release. :D

Re: fsx RC feedback

Posted: Sat Nov 22, 2014 7:32 pm
by fsx
done, I explored the message staggering

Kerensky wrote:If you would like to implement more complicated message structure, I strongly recommend message staggering. It's the alternative we have fallen back on, and it does a great job for players that will be experiencing our 1.0 release. :D


Please, could you explain it? (after release)
I did not understand
Do you have an example?

is it this one ? :
CampScen1Amid1.brief

Re: fsx RC feedback

Posted: Sat Nov 22, 2014 10:31 pm
by fsx
Kerensky wrote: Incorrect. This is the root of your misunderstanding I'm afraid. Please do not judge the editor without understanding the complete picture. Mannheim's sacrifice is a pivotal event during the Second War for Armageddon, his death in the face of insurmountable odds is a fulfillment of the lore. If you 'lost' because you followed the lore, then the scenario would truly be wrong no matter how it was designed. The scenario follows the story and the lore to the letter no matter what you the player tries to do to break or change it, working as intended.

I think, if Mannheims sacrifice is a "pivotal event" in Armageddon, you should have to use this "message staggering" as I see at CampScen1Amid1.brief. (Picture fron Ork and message)
When, when not for such an event you will use this Feature?