I was carrying the team :-(
I was carrying the team :-(
I played last night with 9 other players, but it was a closed Alpha :D
It will certainly be worth the wait! news post coming shortly
Don't camp, or this will happen :D
Dirt, that does need some improving :D
We have different game modes that can all work standalone from one another. 1 Level for example COULD (we haven't done this yet) contain different objectives.
So we have:
- Bomb planting
- Rescue hostages
- Escape
- Hack Computer Terminal
All 4 objectives work in game.
The bombing objective is quite simple, find the bomb spot and plant the bomb. SWAT then have to defuse this before it explodes. If it explodes, or the other team defuse it - the round ends.
It is not like BF where you have a wave of different spots to blow up. I would compare it more to Tactical Ops or CS.
escape is self explanatory. A certain team must reach a Escape point where they are "saved". A certain amount of players must escape each round for that team to win.
No of Escapees is done on a percentage of players in the server, and this percentage value is customisable by each level designner.
All rounds are timed, default is 4 minutes although server admins can change this to 3 minutes or up to 9 minutes if they really wished.
hope this gives you a slight insider feel to the game
Hey H4wk, thanks for the feedback.
We are planning at some stage to have a scaled down and simple version, but that will have to come in our beta, or beyond that as unfortunately implemented all the UI elements takes ages and plugging it in with code is also not so easy :S
We do have simple bot support, but they are either GODLIKE or utter noobs. Suffice to say, I would not emphasis the fact we have BOT support, even though you can summon and play against them :-)
Single player is really not our emphasis.
Thanks Predator, this feedback is really motivating. It isn't easy to get it right. We want to provide the core and basic details in a visual manner, than is easy on the eyes and takes little effort to distinguish the information (colour, placement and size being really important).
At a later stage we will look to have various components scalable, or removable from the player should they wise. That will also include an "advanced" mode.
E.G. Remove the health bar and text and just have the Value.
Same for the weapon mode, having just the "auto", "Single" and no need for "weapon mode".
thanks epicLilg :)
No it is the new HK 121, Heckler-koch.com
lighting and setup is still very much WIP
thanks for your feedback, although as it says in the description this is still WIP. It is far far away from production quality.
thanks for your comments and support guys! it really means the world to us
this post was from me, forgot to login
We just got greenlit ! thanks to everyone for all of your support, without you this would not have been possible
Criticalpointgame.com(english)/critical-point-incursion-(now-greenlit)/
is that you offering your support :D hit me a message
Why is that?
we have set places for a closed beta - so we will only give those "seats" up to those we know who have supported us, by voting for us on steam.
That is rewarding those that see value in our game, and those that we KNOW want to play our game. Secondly, steam is required to play and register with our game anyhow.
If people can't make a few clicks to vote for us, tell me why we should give them a BETA key?
/me checks Lordlheanacho blood pressure
check out our forums and facebook page for updates in between our bigger news items. www.criticalpointgame.com Facebook.com
We are on greenlight!
come and vote for us if you would like to see us on steam.
UP VOTE
we think the same Baszermaszer :D thanks for your feedback
For us realism is everything in terms of visual style, real looking weapons, characters and rich modern environments.
Realism stops there, in terms of gameplay it is indeed a semi-realistic arcade like game.
That is the difference that sets us apart to games like CS: BF3 and so on.. where hip fire is not so easily achieved due to the high recoil and aim error settings. In CP:I we encourage movement and firing, there are no penalties for doing so.
If you want a realistic game I can recommend ARMA II – that’s a near real life experience.
yes I noticed them myself last night, i posted it quite late and didn't get it checked "4 eye principle" as we normally do before posting updates.
naughty me, corrections being made already :-)
it wont happen again
CS but faster.. perhaps :-)
no hit penalty, so if you are shot you can still move.
It's not so realistic in terms of the hit damage, so there are no "1 shot kills" which in my opinion in CS makes it much more "tactical" and campy, since its easier to kill people, people then tend to be more defensive and cautious.
CP:I is faster, allows you to move and play freely without worrying about your accuracy being affected by reloading, aiming, jumping or running.
spray and play it isn't thats the point.
We are for "skill" and aimed towards a more competitive player base.
How? Our weapons are very accurate and are not affected by movement. That isnt realistic as such, but it means the opposite of "spray and play" since with CP:I if you have a good aim and quick reflexes you will be the one that wins, since its not based on a luck factor.
I hope I made that more clear.
COS, CS and tactical operations. A mixture of all I would say.. just without the budget that goes with those titles
Hello NCC-1701
Afraid not, in order to keep the game play moving quickly we decided against iron sights as people tend to stop and aim for accuracy.
Our weapon accuracies are not affected by movement which thus reinforces our “action arcade” style.
We will have a selection of weapons with scopes, such as the sniper rifles for instance.
Thanks for the positive feedback, enjoy the stay
yea yea.. okay you win :)
Sometimes its about gameplay having more priority that realism.
With the swat characters it was easier enough having head armour, for the Mercs it was much harder and although we played with various concept ideas, a "helmet" of some kind just didn't fit.
For us, it was more important to see a visual differnce so players can tactifully see if an enemy has head or body armour on.
no there will be no slow motion bullet time, let's leave that to Max Payne, they do it best :)
Although there were some talks of a "far future" plan to have some kind of last kill cam. No promises though
a2ny
Matt joined
This member has provided no bio about themself...