DeepSix -> RE: Brothers in arms (3/8/2005 3:46:03 AM)
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ORIGINAL: Hertston There's a world of difference between simply not running and gunning and "proper" infantry tactics. Has anyone else actually played it? Will there be a demo? There may not be much agreement with me on this, and it's somewhat off the topic of Brothers in Arms, but this thread has got me to thinking (always dangerous). What I'd like to see -- sooner or later, as computer code and system requirements allow -- is a tactical sim that incorporates some of the basic character elements found in role playing games. I don't mean the dragons and wizardry and the like, of course, but definitely more unique and complex characters. Where the character you play could be different every time, depending on what you "roll up" when you create him/her. One thing that caught my eye on the SH3 webpage was the claim that your crew have individual skill levels and "character features" (to use that term broadly since that's only a preview of SH3[;)]). I've been hoping to see more of this kind of game variable incorporated for a long time, though. I haven't played Full Spectrum Warrior, but the Tom Clancey games series introduced some of this in the form of mission planning and personnel selection. It was (I thought) one of the best things about them. Blasting bad guys is fun, but I'd rather it were part of a richer tactical puzzle that I have to solve. More than one way to get off the beach. Unit personnel with strengths and weaknesses that have direct bearing on the conduct and resolution of whatever operation is underway. Especially the incorporation of individual MOS for the AIs. Wounds more realistically incapacitate and take you/them out of action temporarily or permanently. The benefits of these kinds of variables and details would be particularly felt in multiplayer sessions. There, a "smarter" game might attract more mature players and assist in discouraging 13-year-old spawn campers. No offense if anyone reading this is 13.[:)] As it is now, fps games are just too "flat" IMHO. For me, easily discovered/manipulated game triggers easily suck all the life out of graphics, no matter how much they impress. As does playing the same missions over and over. Currently, fps games lose their freshness as soon as you complete a chapter/episode/level. To make it fresh again, you have to buy the half-@ssed expansion pack... which is more of the same... anyway.... Granted, the larger the playable arena and the more possible outcomes to any single event there are, the greater the burden on programmers and the machines intended to run the thing, and you can't code the infinite (or purely random) number of possible outcomes, but I would like to see more fps with more depth that develop along these lines. Right. I think this is the moment where I am supposed to yell "Who's with me?!"[;)]
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