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 Post subject: Gameplay Feedback
PostPosted: Fri Aug 21, 2009 12:09 am 

Joined: Thu Aug 20, 2009 10:59 pm
Posts: 5
Location: WI, USA
Jumping the gun a bit, but in run up to the beta release I thought it might be a good idea to have a thread where we can post feedback and ideas on gameplay. At some point we will want to spin them off to their own topics and have a stickied index thread but lets get it started here.

Actual Battles-
Weather, I don't know if this has been mentioned but perhpas allowing wether to be set so you could get fog or rain or gusting winds that would effect units and what they could do, or the ground itself could be muddy slush and slow down troops.
Reserves- the possiblity for additional units to arrive during the battle

Meta Game-
Tools in the software to track campaigns and multiple battles, this could be big for a multiday tournament (like at GenCon)
Living World similiar to rpgs that have such having tournaments change the balance of states, with the possiblity of players rising from mercenary commanders to forming mercenary companies with other players or even taking over and declaring themselves lords of some kind. Events would not need to be part of the official story line but can still represent a fun challenge and attract the strategists and diplmoats to the game.

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 Post subject: Re: Gameplay Feedback
PostPosted: Fri Aug 21, 2009 1:03 am 
Bleeding Edge Knight
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Joined: Wed Aug 19, 2009 12:35 pm
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i love the idea of being able to choose weather for a game as set or random if me and my opponent so chose.

now for tracking a campaign, well that would rock if me and one of my friends could play a battle and see how our wins or victories changed a "world map" or "country map" based on our games against one another or a team type play

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 Post subject: Re: Gameplay Feedback
PostPosted: Fri Aug 21, 2009 4:49 pm 

Joined: Fri Aug 21, 2009 10:18 am
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I agree with u both weather would be an amazing idea.

Something else, i dont know if it was a possibility or not would be some kind of campaign were u could unlock more units by progressing through some kind of story mode.

I loved the demo at Gen-Con and i cant wait to try it at home :D

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 Post subject: Re: Gameplay Feedback
PostPosted: Fri Aug 21, 2009 5:05 pm 
Bleeding Edge Knight
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i also would love the idea of a scout unit that you add to the game at the start who stay stealthed on the board till they ambush or maybe they can boobey trap a square.

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What do I know of cultured ways, the gilt, the craft and the lie?
I, who was born in a naked land and bred in the open sky.
The subtle tongue, the sophist guile, they fail when the broadswords sing;
Rush in and die, dogs—I was a man before I was a king.


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 Post subject: Re: Gameplay Feedback
PostPosted: Fri Aug 21, 2009 5:05 pm 
Imperator Inter Homines

Joined: Tue May 12, 2009 11:13 am
Posts: 215
Good ideas!
These are indeed things that have been looked at when appraising the computational power of our gaming software.
As anything else, future plans are never 100% but I know I've heard Friedrich talking about how weather would be definitely interesting to simulate in our game.
Reserves are already in the game and there might already be plans to broaden the feature somewhat post release :)
We already have tools that track the entirety of a battlle, and from there to tracking the campaign is the next logical step :) There are also many ideas floating around about campaigns themselves :)
I don't know about living worlds... as a gamer, I think that this should rest in the hands of the players planning a campaign together, rather than being a permanent modification to the narrative. However, I have no idea what is the stance of our game designers on this, nor the direction our game is taking about it :)

Edit: Ooh, two posts between the moment I started to write and the posting of my reply! I was responding to Shaded, though you do have good ideas too :)

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 Post subject: Re: Gameplay Feedback
PostPosted: Fri Aug 21, 2009 5:48 pm 
Bleeding Edge Knight
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i once heard a rumor about adding buildings and terran to the game. You mean like castles that need to be seiged or more just for looks over game stat effects.

I could see storming castles as fun on a scenario..... my Vileins will pour hot oil on the battering ram troops this round.

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What do I know of cultured ways, the gilt, the craft and the lie?
I, who was born in a naked land and bred in the open sky.
The subtle tongue, the sophist guile, they fail when the broadswords sing;
Rush in and die, dogs—I was a man before I was a king.


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 Post subject: Re: Gameplay Feedback
PostPosted: Fri Aug 21, 2009 6:42 pm 
Bleeding Edge Knight
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Location: Chi-Town
Will we be able specify terrain type by tile? For instance tile a4 is wooded c2 is a hill and c3 is a body of water ?

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 Post subject: Re: Gameplay Feedback
PostPosted: Fri Aug 21, 2009 7:10 pm 
Bleeding Edge Knight
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Location: Cincinnati, OH
I have an idea.
Is there a way on the computer version (probably difficult to do on the iPod version) to make it so that when you hover your cursor over an ability that it can show you what it does?

I find myself flipping thru the introduction booklet just to keep track of the symbols.

I'd even go for a nifty cheat sheet.

~Joe
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 Post subject: Re: Gameplay Feedback
PostPosted: Fri Aug 21, 2009 7:19 pm 
I could not be a traitor to Edward, for I was never his subject.
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We have a few 'deployement' modes for terrain too. So far we only use the fences in our test (forest and a few others are ready though), which bring some cover to the case.

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 Post subject: Re: Gameplay Feedback
PostPosted: Fri Aug 21, 2009 7:20 pm 
I could not be a traitor to Edward, for I was never his subject.
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Monkeyden wrote:
I have an idea.
Is there a way on the computer version (probably difficult to do on the iPod version) to make it so that when you hover your cursor over an ability that it can show you what it does?

I find myself flipping thru the introduction booklet just to keep track of the symbols.

I'd even go for a nifty cheat sheet.

~Joe
Genetically challenged primate.


If you click the 'checkmark' button, then any of the ability, you have a small description that will pop up :)

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 Post subject: Re: Gameplay Feedback
PostPosted: Fri Aug 21, 2009 7:27 pm 
Imperator Inter Homines

Joined: Tue May 12, 2009 11:13 am
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@Madnes: Yes. The terrain deployment will be a phase before (and very similar to) the unit deployment, with 3 base terrain types at release. The feature will be added in a subsequent beta release :)

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 Post subject: Re: Gameplay Feedback
PostPosted: Fri Aug 21, 2009 7:42 pm 

Joined: Sun Aug 16, 2009 6:34 pm
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Location: Woodridge, IL
Thats pretty awesome. I will be looking forward to that. Now back to trying to get through a whole game without crashing. looks great though so far on my laptop.


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 Post subject: Re: Gameplay Feedback
PostPosted: Fri Aug 21, 2009 8:09 pm 
Bleeding Edge Knight
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I'm just trying to open the game. I get a black screen and an error 0 message. then the program closes down.

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 Post subject: Re: Gameplay Feedback
PostPosted: Mon Aug 24, 2009 3:23 pm 

Joined: Sun Aug 23, 2009 6:48 pm
Posts: 3
Hello All,

I too am having problems running the game. I would like an invite to the beta forum for questions and comments as well.

I have windows Vista 64 bit OS with a 512MB video card.
When I try to launch the middle version I get an error about applications being side by side.
Something I have never seen before.

Any ideas?

Thanks,

Scott


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 Post subject: Re: Gameplay Feedback
PostPosted: Mon Aug 24, 2009 4:01 pm 
I could not be a traitor to Edward, for I was never his subject.
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Side by side error is a missing VCRedist.exe installation. You can find the file in the game directory.

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 Post subject: Re: Gameplay Feedback
PostPosted: Tue Aug 25, 2009 12:35 am 

Joined: Sat Aug 22, 2009 12:01 am
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Charlemagne wrote:
@Madnes: Yes. The terrain deployment will be a phase before (and very similar to) the unit deployment, with 3 base terrain types at release. The feature will be added in a subsequent beta release :)


Will there also be an option for computer randomized terrain?


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 Post subject: Re: Gameplay Feedback
PostPosted: Tue Aug 25, 2009 1:39 am 
I could not be a traitor to Edward, for I was never his subject.
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Yep, we already have a rule set for the placement of the terrains which is used while randomizing :)

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 Post subject: Re: Gameplay Feedback
PostPosted: Tue Aug 25, 2009 9:14 am 

Joined: Sat Aug 22, 2009 12:01 am
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Good to know.

One other question, are there plans to integrate objective based missions/scenarios into the tool? As fun as it is to kill everyone, capture the hill, zone control, and breakthrough scenarios definitely add depth and variety to a game. Also in the future would it be possible to have user created scenarios, or rather a mission creation tool?


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 Post subject: Re: Gameplay Feedback
PostPosted: Tue Aug 25, 2009 12:40 pm 
Stupor Mundi
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Joined: Mon May 11, 2009 1:24 pm
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probably not for release date, but not so long after. ;)

/F


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