Fast pace cellshading flying action. Soar the skies as you take on the most vicious enemies above the ground. Experience an airborne adventure in an all new art style that will take you to something different and exciting. With the possibility to add just about anything you can imagine into the game, the sky it's not the limit. It's just the beginning.
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Mar 31 2014 Anchor | ||
This was originally posted on the Desura forum not too long ago. I'm placing the quote here since this is obviously the more active forum. |
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Mar 31 2014 Anchor | ||
Woups. |
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Mar 31 2014 Anchor | ||
To actually state my thoughts on this, I think it would be excellent tool to provide longetivity in warfare-style games that are meant to use tactics in order to complete a strategic goal. On the other hand, the realist in me sees the potential of this concept as a Weapon of Mass Trolling. |
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Mar 31 2014 Anchor | ||
If you play space station 13 on the goon server that's exactly how it's used. One minute you'll be playing a semi-serious game about running or sabotaging a poorly-built space station and the next minute everyone's being attacked by elmo heads. |
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Mar 31 2014 Anchor | |
I think it should better fit on coop styled modes. Especially for role-playing purposes. -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Apr 1 2014 Anchor | ||
That's the idea for me. Some traditional RPG mechanics for action at the base and VT for missions.
The ARMA thing has a range around the players as no spawn area. I guess that prevents cheap spawn ambush tactics from the God. But hell, every videogame in history uses those from time to time. |
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Apr 1 2014 Anchor | ||
God would need to have list of premade aircraft formations and ground forces he could spawn on the edge of the map. |
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Apr 2 2014 Anchor | |
I would have to agree with KNX's opinion. I mean, even with the ARMA stream video, I could easily imagine things getting difficult to keep track of if the players were allowed to use helicopters to get around if executed the way it is in the video, with objectives and sub objectives. Even with multiple people managing the game, it would be difficult mold an experience around aerial combatants, especially in a less simulation centric environment. After all, the most exciting part of the DLC is bringing tabletop roleplaying aspects into the multiplayer experience (and the mod potential). I mean, the parallels are obvious. At the more simulation oriented branch of military shooters, you'll get a certain degree of roleplaying already on the player's part. Adding someone to complete the illusion with a reactive opposing force and objectives other than just killing the enemy allows for a certain amount of storytelling to take place, because people are taking their roles more seriously than your average ten minute COD match. Given how many moving parts there are in relatively simple Ace Combat levels, it would probably be unfeasible to create missions and objectives on the fly while you're directing and controlling units. I think the best that could be hoped for would be an RTS style mode with hard baked objectives in a given map. |
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Apr 9 2014 Anchor | ||
I guess ill have to fullfill my rpg needs with the standard mission editor. |
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Apr 9 2014 Anchor | ||
on the other hand it also depends on how long it takes a plane to fly from one side of the map to the other, as well as, once again, how much the game master can script before launching the game. |
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