Ok, let's start some comment around the base after check that supposed demo. Before start discussion, I suggest you to read the whole message before starting any discussion. And remember to keep discussion around the game-play and control of it,other things like MP, STATS, SERVER issue and so will come later. a note from the Developers: --------------------------
The Fireglow Team want to thank all players who participate in the test by post report on the forum and welcomes any comments, whether good or negative. Some reports are found to be VERY helpful. Although developers ask you to take into account that this is not a complete game but a Beta where some features are inaccessible. The test already helped to fix some compatibility issues but the primary goal of this Beta was to give us a general idea of the game play and the basic features (like Strategical Map). At this stage it's still possible to improve things, adjust the balance and so on (and yes, the game should run o.k. with the recommended hardware). ------------------------- - Some basic info arround the demo.
demo is not fully optimized - this will mean that we provided a product of bad quality. And of course, lag is not normal. I understand that and I think there's no need to stress it. most of know of feature is not accessible (in the demo) most of them was locked and some other non functional. I mean houses, view, line of fire, no access under 3D object, (port) and many others, some command like assault is not used and most of special command of specified units is limited. As you can read the document provided with the demo in the final product you can customise group of command and use it as you like to decrease micromanagement, that can be useful for player who want to play with lower needed command. The AI of the engine can help you more, in this case micromanagement are limited and the player can use only basic order. For problem like LAG, it's normal, the distributed demo are not optimised and a reason for that supposed demo Was to give to the community a real feeling (limited) of what the SS3 can be in future. I believe, many fan found good to have another view that a video or screen shot, where some rumours was out around diffused videos, like "- they are cinematic preview" and no from the main product! Rumours appears after some other product videos where they present false info about IN-GAME and most of what they see on screen are not in the original final product. Now that rumours are stop and community now know what we mean about LARGE AREA MAP and extended possibility around RTS. The demo provide a 2 klm square map and in some player comment they found the size too big compared to already know product, Include past 2D Sudden Strike Series, the island are just 1.7 KLM x 700m. Just imagine when a 8x8 map are used. With that demo the community have a real idea around the already range size, not only map size but the size of view and fire range are adapted to that new proportional scale. We believe to use high range fire for specific units based on historical values and need to be adapted to some change for the use of the game to be more playable, could be a free limit of fire range can destroy game-play and it's the reason in some case we need to drop some realistic value to make the game-play more exiting.
Fireglow have already ideas about the scale of range for use in the final product, some value can be adjust, but they use the 'open way' to discuss around that values with the community. There is it, now community can participate to the product and can feel happy to be ear by developer, at last the game are for player And what better than, an open communication. - Before that demo, our wish and suggestion was for in general RTS games, most of player exchange features knowledge based in past SS series games and other RTS product experience. Now discussion can increase quality and focuses especially for the SS3 based to what the player discover in that demo.;-) The feeling who are provided with SS3 are unique, no other product combines features mixtures of large scale combats and full Use of all army type in use (Naval, Air, Ground), already in that limited demo some player was exited to discover all those thing where they see in videos and screen shot and now they burn more than before to see faster the game and play on it! Now I try to give you some SS3 important part of the product where after this we can discuss on it on the main forum. All that part is a mixed feature where one by one they can affect the final game-play of the product. So be careful when you discuss around one feature, it must be compatible with the other features. - Command interface:
Interface command are created for that use, player finally discover the famous command interface of the game, actually it was it can be in final product, even if some added feature can be done, the basic stay the same as it found on the demo. Low expert RTS player can control in easer way all that units and more expert player can use full micromanagement control. Depend of the profile of player we can adapt some command and after set out custom command for use, the engine AI can make those secondary action for us.
- MAP SIZE: For some player the use of large map was a shock! Some comment was around it, where they found so large and the need to clear all area are too much, Yes, if a map are large maybe the mission can be play for day's but mission are adapted to the situation, where map creator can give to the player more power to beat easily the enemy or the reverse, so map size are not a problem, the size needed for a map depend of the mission use.
- Camera: Some point was around the camera, we already give some info around it, camera are defined by the map creator, depend of the used mission, in some case the creator can decide to use closest camera view or higher position, depend if the mission are large scale use with big size army or limited to some squad where the mission can turn in Commandos type intrusions.
- AI and support player: AI, can't compare it with the actual demo, AI are more sophisticated and we are proud of it, they make action itself to help player support. The player is alerted, but you can let fight alone, they are hard to defeat on a simple strike on it. Most of mission are double impact, in past 2D series the player need to acquire mission target and move forward, all time the computer was in defensive position, in the SS3 you need to protect your ass, because enemy are not stay on place, they are in patrol and try to find you, in some case you are attacked, time are against you, more time you loose the enemy are more powerful, your tactic must be more faster than anymore, of course, that depend again by the script used in the mission, not all mission can be same, and the use of level difficulty can help player to play more fun or more strategic. It's depending of your choice the way to win a mission and battle. - Other support units: Train are used where they give us supply and reinforcement, train are move form station to station and our role are to protect it from ambush and attack from opponents, in many case we need to repair railroad (when it needed) or the AI repair it itself, just keep an eye on it to not be out of material for repair. For naval convoy a good patrol of the sector are need to be sure they are not enemy naval strike force around, they can cut your supply and it's what we want to give to a player a new challenge than to fight all time in ground like many other product games. Facilities are used in the SS3, some product material, ammunitions; other product Fuel and a mix of all are needed for a successful mission. - Again all that feature are used in the map creation via the editor, the possibilities are many and the use can be great point to increase realistic mission or fatal for player who want just fight without the need to use so many micromanagements. Best part of supply strategic point are PORT, they can't HIDE it, those point are know from player when they start a game and the challenge are to protect it more than ever, because not only supply are transferred but stock are set around it.
- Setting defence: About construction facilities, No time for that, even if repair truck are used in the product, you can repair some damaged structure, construction are not the main action of SS3, trenches are inserted by editor and the use of it are not helpful because they are know by player and that defence line are not useful against player. In SS3 a good key are to not stay on same place, when you are detected the best strategy are to move away, campers need to change their strategy due to the use of LR weapon the best use are the mobility, Ambush are a best use than campers. AA gun must be a key in the sky defence because planes are not only destroy your army but as EYE for player they can found you and LR weapon make the rest, when you are detected by planes, better RUN.. Of course the use of interceptor plays another good point in your defence and anti detection by enemy air actions. Again the SS3 are based to the same spirit where Sudden Strike series was created, SEEK AND MOVE, you can't go forward if you not use patrol check of the field or you will be destroyed and loose, is the reason infantry must be your preferred units, to preserve more support units where they are more powerful but without infantry they are just obsolete. What is the interest of a powerful LR weapon if you can't see where the enemy is? - Engine issue: Player must keep in mind about the SS3, engine and AI are created for that, it's not a simple 3D graphics generator product where it show a good view on screen, the engine was designed especially for RTS structure where after 2D experience we found impossible to continue to improves more possibility under limited by 2D structure engine and parameter was just one way fiction. Calculation of impact weapon and target are increase to a high level where from a simple flat horizontal view we pass under a spherical view. In 2D calculation are under flat 360° (circle) in 3D parameter increase to a spherical parameter when X,Y,Z are get in count and more realistic result can be used. In 2D a simple rock in map or a 3 level houses can cut the line of fire of a tank, in the 3D the line of fire recognise the rock a low size object and houses are high size obstacle, it can pass over the rock with the use of ballistic- distance result. And depend of the curve (speed/distance/calibre) of the weapon you can pass over a house. Closer units curve change depend of the distance, sometime you need to stay more back to hit a target just after an obstacle. exit:
that is a good start arround the demo, now it's up to you, as community member you can start arround discusion and put some point arround what you feel it need to be in SS3. official thread for hardware problem and bug report open as sticky to let this thread for suggestion. Regards.
in use - Intel PIV 3.6 Ghz - 2GB MEM - Video X800 256 DDR3. -Intel Core 4(Quad) Q6600 2.4/4x2MB 4GB MEM- Video 8800 GTS 640MB.
 support_ss3@fireglowgames.com - M.Constantin@fireglowgames.com Nero info tools http://www.nero.com/ support section "GETSUPORTFILES"
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