Skoshi_Tiger
Jun-15-2013, 00:53
Read with interest about the Player verses Environment mode.
PvE mode gives the opportunity to tell the story for the player and the AI plays the role of the statistician and the scenery in this process. PvE missions have a story and imply role-based gameplay.
In our new project we're creating PvP and PvE part of the game that will be linked. But PvE mode will be a little more important because this specific type of gameplay will allow us to recreate a complete picture of one of the most tragic and heroic battles that took place on the Volga.
In order to meet the needs of such different audiences, we decided to build the gaming process so that everyone can find exactly the style of gameplay that best matches his or her gaming requirements or time restrictions.
Missions represent 5 main phases of the Battle of Stalingrad (the list and the names of the phases are not final).
1) Phase 1 - On the eve of the counter-offensive
2) Phase 2 - Operation "Uranus"
3) Phase 3 - Fight against air bridge
4) Phase 4 - Operation "Winter storm"
5) Phase 5 - Operation "Ring"
The phases are placed in historical sequence and you'll get a general idea about the course of the battle when you'll go through them all. To move to the next phase, the pilot must successfully complete the necessary tasks of the previous phase.
At each phase, the location of the Soviet and German armies is unique and corresponds to the historical realities. This applies to the location of the armies themselves and airfields. The situation varies from phase to phase and illustrates the course of the battle. How does the logic of missions work? In this article I'll talk about the general logic and the next Friday we'll talk about the details.
Single Player Online allows us to create a unique structure which will form the basis of the game. Mission generator will be on the server as well as a template for the phase of the battle. A customer chooses a phase and some other conditions such as type of aircraft and makes a request. The pilot receives a unique generated mission. Every mission is unique and differs in detail from any other mission that is generated for any other players. Two missions identical in the details will be very rare (less than 5%). And no player knows what task he or she will be assigned until the request is made. This will ensure a fair and unbiased game for everyone involved. Of course, the most important factor is the performance of tasks in the mission because only such an outcome will bring you a real advantage. Destroyed enemy aircraft or equipment that is not the purpose of the mission, of course will be recorded in your stats, but it does not help you in advancing the story.
Just wondering why these missions need to be generated by the server? Why can't the stand alone game generate them??? Is it just a way for them to keep global statistics?
Personally I have no interest in being part of the leader board system. Skill in any of these combat sims depends on how much time you have available. I don't have much, so comparing someone who plays 1 hour a month against some one who plays 5 hour a day is pointless.
I guess there are people like me that start a mission then get called away because the kids waking up, or the dog's scatching at the door, or the wife tells me I'm not giving her the attention she deserves or she's see a roach! Why would I want that mission to go against my standing on a leader board. For that matter why would anyone want to compare their standing with someone that's partating with those restrictions
I don't mind stats being kept by ATAG or similar servers, they're reset each month and are based on my recent effort put into the sim it actually means something to me and I can weigh up the stats in context with my effort, but if you look at the inbuilt stats for COD, they've been inaccurate since the day it was released. My ROF stats mean absolutly nothing.
You thoughts gentlemen?
PvE mode gives the opportunity to tell the story for the player and the AI plays the role of the statistician and the scenery in this process. PvE missions have a story and imply role-based gameplay.
In our new project we're creating PvP and PvE part of the game that will be linked. But PvE mode will be a little more important because this specific type of gameplay will allow us to recreate a complete picture of one of the most tragic and heroic battles that took place on the Volga.
In order to meet the needs of such different audiences, we decided to build the gaming process so that everyone can find exactly the style of gameplay that best matches his or her gaming requirements or time restrictions.
Missions represent 5 main phases of the Battle of Stalingrad (the list and the names of the phases are not final).
1) Phase 1 - On the eve of the counter-offensive
2) Phase 2 - Operation "Uranus"
3) Phase 3 - Fight against air bridge
4) Phase 4 - Operation "Winter storm"
5) Phase 5 - Operation "Ring"
The phases are placed in historical sequence and you'll get a general idea about the course of the battle when you'll go through them all. To move to the next phase, the pilot must successfully complete the necessary tasks of the previous phase.
At each phase, the location of the Soviet and German armies is unique and corresponds to the historical realities. This applies to the location of the armies themselves and airfields. The situation varies from phase to phase and illustrates the course of the battle. How does the logic of missions work? In this article I'll talk about the general logic and the next Friday we'll talk about the details.
Single Player Online allows us to create a unique structure which will form the basis of the game. Mission generator will be on the server as well as a template for the phase of the battle. A customer chooses a phase and some other conditions such as type of aircraft and makes a request. The pilot receives a unique generated mission. Every mission is unique and differs in detail from any other mission that is generated for any other players. Two missions identical in the details will be very rare (less than 5%). And no player knows what task he or she will be assigned until the request is made. This will ensure a fair and unbiased game for everyone involved. Of course, the most important factor is the performance of tasks in the mission because only such an outcome will bring you a real advantage. Destroyed enemy aircraft or equipment that is not the purpose of the mission, of course will be recorded in your stats, but it does not help you in advancing the story.
Just wondering why these missions need to be generated by the server? Why can't the stand alone game generate them??? Is it just a way for them to keep global statistics?
Personally I have no interest in being part of the leader board system. Skill in any of these combat sims depends on how much time you have available. I don't have much, so comparing someone who plays 1 hour a month against some one who plays 5 hour a day is pointless.
I guess there are people like me that start a mission then get called away because the kids waking up, or the dog's scatching at the door, or the wife tells me I'm not giving her the attention she deserves or she's see a roach! Why would I want that mission to go against my standing on a leader board. For that matter why would anyone want to compare their standing with someone that's partating with those restrictions
I don't mind stats being kept by ATAG or similar servers, they're reset each month and are based on my recent effort put into the sim it actually means something to me and I can weigh up the stats in context with my effort, but if you look at the inbuilt stats for COD, they've been inaccurate since the day it was released. My ROF stats mean absolutly nothing.
You thoughts gentlemen?