Feedback on the 1.10 Update (Full Version)

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CapnDarwin -> Feedback on the 1.10 Update (3/8/2006 1:44:22 AM)

Folks,

I'd like to get a thread going to capture feedback on the latest update to Flashpoint Germany. We are interested to hear what you think. We are also open to comments, suggestions and ideas to improve this game and future releases.

What's on your mind?




Real and Simulated Wars -> RE: Feedback on the 1.10 Update (3/8/2006 7:09:40 PM)

Hi Captain!
A thing that was very noticeable is the "recon screen" laid by the computer opponent. Also, recon assets are more difficult to kill. Great job there!
A second thing I liked very much is the kill ratio between NATO and WP forces. No more overwhelming advantage for NATO hardware. Those WP tank Coys are though to kill.
I would suggest more maps, even purely fictional ones. Specially big ones with a bit less restrictive terrain.
Also regarding maps I was wondering if it's possible to get another layer for in-game map display showing just a plain old paper-type map. The artwork of the in-game map is awesome, but sometimes I get some type of information overload or overstimulated by it and I fail to read the terrain properly. But that could be just me.
It also looks like you guys are just one inch away from implementing dismounted infantry (mobility 1 for deployed mechanized infantry). Can't wait for that. I wonder how difficult would be to keep the infantry remanants in the battlefield after their vehicles have been killed. You know, just change the icon of the unit, set mobility to 1 and change their kill probabilities to the ones suitable for infantry. As it is now, it looks like the vehicles are killed the unit ceases operations completely. I understand the abstraction behind this, but it would really be great to keep the foot elements in combat after the vehicles are gone. Infantry in closed terrain is the nemesis of a tank. That would alter gameplay considerably.


P/S: I have noticed you are coding now! Way to go, man! Say Hi to Robert and the rest of the beta team.





Viper6 -> RE: Feedback on the 1.10 Update (3/9/2006 12:24:44 AM)

Recon units are indeed much harder to see or kill now, and they will also run away now instead of standing and trying to fight.

The plan as it stands for 2.0 is to make more of a tile-based map system that will not only allow for a greater number of maps in game but should be set up so that you can create your own maps, or even generate random ones.

A map overlay showing elevation as progressivly darker or lighter shades is planned, which is something like you were talking about - although it would not remove the artistic map entirly, it would make elevation much easier to read.

Dismounted infantry is certainly planned in 2.0! I'm not sure about having dismounts remaming after an APC/IFV has been killed, it is something I would really like to see implemented in the game, but the feasability of that is something that Rob or The Capn would have to answer. Infantry is indeed the nemisis of the tank in close terrain, wich is why a full range of ATGM sporting infantry squads is planned, along with specialist recon teams and the like. I am very exited about the infantry in FPG 2.0!




Real and Simulated Wars -> RE: Feedback on the 1.10 Update (3/9/2006 5:56:18 PM)

Thanks Viper for the insider's overview. This game has a lot of support from the development and beta teams. Kudos.

A thing that you said kinda shocked me. You say that in 2.0 you guys gonna transition into a tile-based system. I thought this was a tile system already. Do you mean tile-based system for map generation?

Regards,





Emilio -> RE: Feedback on the 1.10 Update (3/9/2006 8:35:33 PM)

Hi,

Viper, do you mean a hex tiled maps instead box tiled as currently?

Regards,

Emilio.




Viper6 -> RE: Feedback on the 1.10 Update (3/9/2006 10:26:58 PM)

The maps will remain as boxs, rather than hexes. What will change is that currently all the maps are a single large hand-drawn image with a square map grid overlaid on them. This system takes alot of work to create maps and all the relevent info (terrain type, roads, rivers, elevation, ect), which is why there are currently so few maps in game. In 2.0 the (tentative) plan is to create a large number of pre-made 500m x 500m "boxs" of terrain which can be pieced together by scenario designers, allowing players to make thier own maps and the developers to make many more maps for the scenarios in the game. This system will loose some of the really nice look of the current maps, since all the pieces will have to be able to fit together, but the increase in flexability will be huge.

Hope that answers your question about the plans at least, 2.0 is not even in beta yet so alot of this is subject to change.




CapnDarwin -> RE: Feedback on the 1.10 Update (3/16/2006 2:08:15 PM)

"bump"

1600+ hits on the main page, but no real feedback here. We are looking for comments good or bad. Every bit of info helps.

[:)]




Gudgey -> RE: Feedback on the 1.10 Update (3/17/2006 12:12:08 PM)

Hi everyone,

In an earlier post I asked if the scenario's were playable from the Soviet side, as the AI playing NATO seemed reluctant to sit and defend, and instead went charging across the map even when there were no victory locations to take.

This was evident in the few scenario's I played which, were the two tutorials and the Soviet Tank Rush scenario. Knowing that there was a major patch on the way, I decided to leave the game alone until it arrived.

Well, since 1.1 was released I've been playing the second tutorial scenario over and over as the Soviets, and getting my backside handed to me by the computer[:D].

On my first attempt, I started to move my forces north-west towards the heavily forrested ridge rather than along the exposed road.
By the time my T-72's made it into the woods I had lost all my HQ and supporting units.
The computer was using the (now damned hard to spot!) recon units exactly as you would expect them to be used, putting in the air and artillery strikes while picking off stragglers form a distance.
My force was rendered pretty much ineffective and I'd not even glimpsed an M1.

Re-playing this scenario over half a dozen times, has taught me several (maybe obvious) things:
1) Have a good plan from the beginning, because when you lose your HQ units, (which you will, as the AI go's after them with a vengence) it's very difficult to effectively manage whats left.
2) Keep moving, if you stop you die!
3) Nail those recon units as soon as you see them.

I've had a lot of fun playing this tutorial, it has actually taught me how to fight rather than just how to move units around etc. This afternoon I'm gonna have a go at the Tank Rush scenario, I'll let you know how I get on.

Brilliant stuff, well done, and of course thankyou.[&o]

Gudgey.




Burthold -> RE: Feedback on the 1.10 Update (4/19/2006 1:23:06 AM)

Recon units have too much of a "hide" value while, USSR, units have crap as a spotting value.

USSR does not have enough Arty. My God they are assulting with 10-16 122's sp arty while they should be assulting with 50+ 152's.

T80's and T72's are soooo weak that their #'s make no differnce. Its the fire control/range/spotting value.





CapnDarwin -> RE: Feedback on the 1.10 Update (4/19/2006 2:56:04 AM)

Burthold,

1. Recon units. Do to an error deep in the LOS code many range/spotting combo's changed in 1.10. Recon units are hard to find unless they shoot. Is it too much, that is up to opinion. I can take another look at the numbers and see if we can tweak something to help the drive over case and put in the 1.11 update.

2. Tubes of Arty. Based on the number and type the scenario designer set. If you want more Russian Arty in your game by all means edit a scenario. In a number of missions the Soviets get a fair share and then some.

3. If you are talking differences between the tanks the small change in values have a large effect in the combat engine. If you drive your T-80s out into open country against a dug-in NATO force you will lose them in droves. I've played scenarios and won from both sides. Many scenarios can be challenging based on the force compositions.

Thanks for the feedback. We take it all into consideration when working on this game and the next one.




TeTeT -> RE: Feedback on the 1.10 Update (4/20/2006 3:55:40 PM)

Sort of feedback on the update in form of a review at the Armchair General: FPG Review.




Viper6 -> RE: Feedback on the 1.10 Update (4/20/2006 8:12:19 PM)

Recce units are supposed to be hard to find, that is their job; it really would be very hard to spot a pair of vehicles and a handful of men hiding in a city 4km away. However once a recce unit shoots I've had them spotted and destroyed from 4 and 5 km away, even in high-cover areas.

The main problem with WP/USSR arty in 1989 was that they had very little ICM rounds and generally fire only HE - which is not extremely effective against armored vehicles, especially tanks. I agree though that in some scenarios WP should have a bit more arty tubes, as a main western push would be supported by massive arty support; I'm not sure about the 50+ number though and I am also not sure on the availability of WP 152mm SpArty in 1989, alot of Soviet arty technology did not start to blossom until the mid-90s.

The T-80U in this game is very powerful, actually I think it is a little bit more powerful that it would be in real life - but that's hard to know and the way it is works well for game balance. The M-1A1 is a more powerful tank but not by that much, when I see 2 or 3 companies of T-80s come at me I get very scared.




AlvinS -> RE: Feedback on the 1.10 Update (4/22/2006 3:54:43 AM)

I give the update 2 thumbs up. There is alot more information provided during battle that make the game easier to follow. I am still diggin through the new features. I can't wait until the next version of this game comes out. Great work! [&o]




CapnDarwin -> RE: Feedback on the 1.10 Update (4/22/2006 4:02:34 AM)

AlvinS,

Thanks for the thumbs up. We are hard at work on the next game between day jobs, kids, and computer issues.

Stay tuned.




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