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twitter updates on SoP - 9/30/2009 9:00:25 PM   
gwgardner

 

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for want of a better place to mention it, the latest peek at the SoP map (link on the Wasteland's Twitter page) is OUTSTANDING. The ideal is realized, of a hex-based map with graphics that are not hex-shaped cookie-cutter templates. Very impressive.

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RE: twitter updates on SoP - 10/1/2009 12:03:56 AM   
axisandallies


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quote:

ORIGINAL: gwgardner

for want of a better place to mention it, the latest peek at the SoP map (link on the Wasteland's Twitter page) is OUTSTANDING. The ideal is realized, of a hex-based map with graphics that are not hex-shaped cookie-cutter templates. Very impressive.

I'm sorry SoP??


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RE: twitter updates on SoP - 10/1/2009 12:13:41 AM   
gwgardner

 

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Storm over the Pacific, an upcoming game from Wastelands.

< Message edited by gwgardner -- 10/1/2009 12:14:08 AM >


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RE: twitter updates on SoP - 10/1/2009 12:27:57 AM   
axisandallies


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quote:

ORIGINAL: gwgardner

Storm over the Pacific, an upcoming game from Wastelands.

thanks.



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RE: twitter updates on SoP - 10/1/2009 8:06:26 AM   
Anraz

 

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Garry I`m glad you like the idea of isometric map connected with hexes.

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RE: twitter updates on SoP - 10/1/2009 9:14:35 AM   
Magpius


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isometric map noooooooo!
I'm having a horrible flashback to the early screenies of SC2. and the forums abuzz of arguments of tiles vs hexes.
Please tell me that SOP will also ship with an alternative 'classic' top down view also.


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RE: twitter updates on SoP - 10/1/2009 9:18:10 AM   
Anraz

 

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Here you are:  We are planning to introduce also classic map.

quote:

I'm having a horrible flashback to the early screenies of SC2. and the forums abuzz of arguments of tiles vs hexes.


But we prefer hexes. It is possible to merge hexes and isometric view without having any tiles :) Tiles are passe ;)


< Message edited by Anraz -- 10/1/2009 9:27:49 AM >


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RE: twitter updates on SoP - 10/1/2009 10:21:32 AM   
Bleck


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Agent S - does it http://screenup.pl/set/09-09/ufwsbvnld.png really looks so bad? Game logic will be still based on hexes ;)

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RE: twitter updates on SoP - 10/1/2009 2:06:43 PM   
Magpius


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oh boy here we go again....
give me a game that looks like a boardgame, not Civ !!!




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Post #: 9
RE: twitter updates on SoP - 10/1/2009 2:50:54 PM   
Anraz

 

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Classic board like map is also under development.

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Post #: 10
RE: twitter updates on SoP - 10/1/2009 2:55:59 PM   
Bleck


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I understand you, everyone has different taste ;) I'm sure there will be also a boardgame-like map skin :)

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Post #: 11
RE: twitter updates on SoP - 10/1/2009 3:39:33 PM   
Haplo_Patryn

 

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Poor programmers...they're always in the middle of the storm (struggling between grodnars' and fancy boys's desires)



< Message edited by Haplo_Patryn -- 10/1/2009 3:41:19 PM >


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RE: twitter updates on SoP - 10/1/2009 4:43:31 PM   
SeaMonkey

 

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Don't fret Wasteland guys, just give me a basis of movement, my mind can cope with it.  Something about being part of this dominant species, I can adapt!

And a beautiful map, just remember that logistical/communication layer that needs to reside beneath it.

< Message edited by SeaMonkey -- 10/1/2009 4:46:43 PM >

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RE: twitter updates on SoP - 10/2/2009 7:59:05 AM   
Anraz

 

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quote:

ORIGINAL: Haplo_Patryn

Poor programmers...they're always in the middle of the storm (struggling between grodnars' and fancy boys's desires)




People always want to have a choice so we give it to them so it is quite comfortable situation for us. At least in this particular situation.

quote:

ORIGINAL: SeaMonkey

Don't fret Wasteland guys, just give me a basis of movement, my mind can cope with it. Something about being part of this dominant species, I can adapt!

And a beautiful map, just remember that logistical/communication layer that needs to reside beneath it.



After we will test it I will tell you, ok? :)


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Post #: 14
RE: twitter updates on SoP - 10/2/2009 8:18:19 AM   
Magpius


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you wastelands dudes are setting the bar in developer communications.
when can I pre-order SOP? is there a release date in mind, or do we wait for the anniversary of another spaceflight?


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RE: twitter updates on SoP - 10/2/2009 9:05:27 AM   
Anraz

 

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quote:

ORIGINAL: Agent S

when can I pre-order SOP? is there a release date in mind, or do we wait for the anniversary of another spaceflight?



So you are the first one :) I`m not sure whether Matrix makes preorders. Speaking of other possibilities would not be loyal to Matrix, who guest all of us on the forum.

Considering release date I would say cautiously: “in less then six months”.


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Post #: 16
RE: twitter updates on SoP - 10/4/2009 10:46:03 PM   
SeaMonkey

 

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Any chance we'll see amphibious assaults from a sea/beach hex?

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RE: twitter updates on SoP - 10/4/2009 11:05:59 PM   
Tomokatu


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Are you wanting to recreate the career of the 36th AIB ("Ike's Marines") who made a practice of beach-hopping along the northern coast of New Guinea http://www.awm.gov.au/units/unit_11954.asp ? Nearly all their amphibious embarkations were from unprepared coastal sites.

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RE: twitter updates on SoP - 10/5/2009 4:09:30 AM   
SeaMonkey

 

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Actually I'm wondering how an amphib might get ashore when all the island hexes are occupied by enemy forces. Seems like there will need to be a way for them(amphib) to assault the beaches from a sea hex.

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RE: twitter updates on SoP - 10/5/2009 8:04:26 AM   
Anraz

 

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quote:

ORIGINAL: SeaMonkey

Actually I'm wondering how an amphib might get ashore when all the island hexes are occupied by enemy forces. Seems like there will need to be a way for them(amphib) to assault the beaches from a sea hex.


Directly from see.

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RE: twitter updates on SoP - 10/7/2009 3:27:57 PM   
SeaMonkey

 

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I like the sound of that! Another question, did Wasteland make the map worth something? What I mean is that the game engine should support an inherent value for every hex. Now I'll be the first to acknowledge that every piece of land or sea, for that matter, doesn't have some strategic / economical value, but for the editor and user mods there should be a function that allows a value to be set for each hex.

For instance, ToW uses PPs as a monetary exchange for getting things done. Obviously hexes like deserts, swamps, and certain mountainous terrain would have the default 0 PP value. From there the designer would start setting values to farmland, perhaps 1 PP, mines, maybe 3 PP, oil fields, 5 PP, cities, industrial areas, ports and on and on.

What a system like this creates is an internal value for conquest where most of the map lends an incentive to defend and to take. Now, there will be a cost for not defending huge swaths of land, not taking a more forward position of deployment, completely undermining gamey actions of the players. In short, it represents the consequences of real life expansion and contraction.

To take it a step further, you could code a national policy for players' choice that enhances or detracts from the "monetary layer". Say a player chooses "scorched earth", then everytime a friendly hex in taken by the enemy the PP value drops to 0 and only slowly recovers over a period of time after the front lines have moved beyond that hex, the area has stabilized. Perhaps hexes that see no combat and or that are moved past quickly or abandoned would not have an appreciable resetting of their inherent value.

Now, taking inconjunction with the logistical/communication layer, you see the real life dynamics of an economical infrastructure start to unfold, one that can be easily disrupted by player actions.

Obviously a system like this will be somewhat difficult to code, another underlying layer, but during gameplay, even though it will have a very tangible effect on strategy, it will require very little from the players as far as actions, a KISS principle, and simple is always good.

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RE: twitter updates on SoP - 10/10/2009 9:06:04 PM   
SeaMonkey

 

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Maps look great. Are y'all going to use the Scytth's counters? IMO they are amazing.

If gameplay crack ups to be good(especially naval), I'm speaking of strategic aspects(I know the operational features are outstanding), and the UI continues to improve, this will be a game of epic proportions.................of course until the global model is distributed.

Now...there seems to be a little complication in the unit density. Has there been any considerations for simplification? I don't want to spend hours pushing around those beautiful counters, even chocolate cake gets old.

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Post #: 22
RE: twitter updates on SoP - 10/10/2009 9:32:57 PM   
Anraz

 

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quote:

Maps look great.

Thank you. We make a point of creating accurate maps.

quote:

Are y'all going to use the Scytth's counters? IMO they are amazing.

That is why I posted them. BTW Scytth is one of co-founders of WI.

quote:

Has there been any considerations for simplification? I don't want to spend hours pushing around those beautiful counters[..]

Do you mean getting rid of some Chinese divisions?

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RE: twitter updates on SoP - 10/11/2009 4:27:30 PM   
SeaMonkey

 

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No, I'm thinking of something more along a line of a buildup / breakdown system, although before I go any further this maybe too much for the AI.

Looking at ToW AARs, although there are large map areas and the unit density is acceptable, there still seems to be a lot of unit counters that need the players' attention. That in itself causes "turn fatigue" and when you get to the global version that commodity will be amplified. There is also the differences in scale from the European battlefields to the Pacific, where smaller formations were used more extensively.

So.. my suggestion is you create an "Army", "Airwing", "Fleet" holding unit, a basket, so to speak, that will contain all the units(number limited) under that command/commander, that can be moved as one, even used in combat as one. From that "Battlegroup" various units can be unattached for different missions around the globe and operate independently.

There could still be many units maneuvering around the map areas, but the logistical considerations(remember the "net") would allow only the smaller units in some locations and in others of good communications(European infrastructure) the larger "Battlegroups" would reside. Players would be more inclined to use the "BG" as it would be very potent in the proximity of enemy BGs where the smaller corps and division units would be easily crushed.

The net effect would be a cleaner, more orderly battlefield and the turns wouldn't be so time handicapped by players pushing units around.

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RE: twitter updates on SoP - 10/13/2009 4:19:44 PM   
SeaMonkey

 

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Oh yeah, Wastelands guys, for all of our benefits(I've been reading the naval threads) please purchase a copy of SC PT and play it so you all get a feel where the dynamics of SOtP should start.

If you had done this before you would have been years ahead in this ToW venture and you wouldn't have to listen to all the solicitation for adjustments..................

............well ......at least they would be somewhat diminished.

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Post #: 25
RE: twitter updates on SoP - 10/14/2009 4:22:16 PM   
micheljq


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Twitter and Facebook, I cannot reach those from the office.  Blocked by the WAN administrators as part of a policy in place.

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Post #: 26
RE: twitter updates on SoP - 10/14/2009 8:29:57 PM   
Anraz

 

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Hopefully there is always a chance to look at Twitter when you are at home :)

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RE: twitter updates on SoP - 10/16/2009 3:21:33 AM   
SeaMonkey

 

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Nice feature......the editor............you guys definitely barking up the right tree.

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RE: twitter updates on SoP - 10/25/2009 7:36:18 PM   
SeaMonkey

 

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For those of us that don't twitter, how about giving us a little insight on the functions of the "unit manager"

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RE: twitter updates on SoP - 10/25/2009 9:09:46 PM   
doomtrader


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I shouldn't tell you too much but the unit manager will allow to check what units you have, what is their status.

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