Search found 137 matches

by kju
Tue Nov 19, 2019 5:53 pm
Forum: Campaign considerations
Topic: Winter version
Replies: 0
Views: 4

Winter version

While no accurate to history, would provide different gameplay experience
by kju
Tue Nov 19, 2019 5:52 pm
Forum: Campaign considerations
Topic: Hardcore difficulty
Replies: 0
Views: 4

Hardcore difficulty

All helpers off
AI at maximum difficulty
No savegames
No team members?
More enemies?

What else?
by kju
Fri Nov 15, 2019 10:59 am
Forum: Campaign considerations
Topic: Cannot move during cutscene/speeches
Replies: 2
Views: 42

Re: Cannot move during cutscene/speeches

Cutscenes will be skipable
by kju
Wed Nov 13, 2019 4:23 pm
Forum: Campaign considerations
Topic: GER 04 mission too difficult
Replies: 0
Views: 17

GER 04 mission too difficult

> Barden Arguably a super stand out in difficulty comparison to the other two missions surrounding it. I know it's possible but definitely time consuming. > kju Do you know you can steal vehicles? like at first one can get a Sdkfz251 and then tanks (needs the prisoners alive though) That said it is ...
by kju
Wed Nov 13, 2019 4:17 pm
Forum: Campaign considerations
Topic: APEX style subtitles for conversations
Replies: 1
Views: 23

Re: APEX style subtitles for conversations

A3 standard text (BIS_fnc_showSubtitle) for chat when using lipsync, rather than what it was used in IF SA? old: https://youtu.be/JFvUoNyUFDs?t=5m45s new: https://youtu.be/IzTl0KOwyv0?t=1m in IF they either used it as directChat or in the lower middle part of the screen as titleText, which seems out...
by kju
Wed Nov 13, 2019 4:16 pm
Forum: Campaign considerations
Topic: Tasks are not automatically assigned
Replies: 1
Views: 28

Re: Tasks are not automatically assigned

> kju on the one hand its convenient to get told where to go fluently, on the flip side it makes you not study the briefing/tasks usually/as much, and removes some of the exploring > Jaki depends on the mission situation imo but you can always present hint that says to check briefing/task info or si...
by kju
Wed Nov 13, 2019 4:15 pm
Forum: Campaign considerations
Topic: COOP version
Replies: 0
Views: 18

COOP version

> canadian To be honest, making the scenarios COOP playable would probably make a massive difference in the campaign gameplay. In a positive way ofc. On the other hand - I feel there's way too many scripts to be optimized so they can work with MP / dedicated server environment. In my opinion option ...
by kju
Wed Nov 13, 2019 4:14 pm
Forum: Campaign considerations
Topic: Tank missions are really difficult - 2-3 hits and the tank go down
Replies: 2
Views: 34

Re: Tank missions are really difficult - 2-3 hits and the tank go down

> canadian Maybe divide the tank missions into phases? Each phase the support truck teleports and you have the ablility to resupply and repair. > kju well one idea was to just add some supply points in between. either abandoned enemy trucks, or your own, or some scripted stuff however in the end thi...
by kju
Wed Nov 13, 2019 4:13 pm
Forum: Campaign considerations
Topic: Tank missions are really difficult - 2-3 hits and the tank go down
Replies: 2
Views: 34

Re: Tank missions are really difficult - 2-3 hits and the tank go down

I agree with this notion - at least for easy difficulty. I laid out the idea about auto repair - any other ideas? Support trucks are no working reliably (is there a 3rd party scripted system?) To have them in your group would burden the player with AI management (and trucks are somewhat finicky movi...
by kju
Wed Nov 13, 2019 4:13 pm
Forum: Campaign considerations
Topic: Tank missions are really difficult - 2-3 hits and the tank go down
Replies: 2
Views: 34

Tank missions are really difficult - 2-3 hits and the tank go down

It make mostly impossible to complete the tank missions
by kju
Wed Nov 13, 2019 4:11 pm
Forum: Campaign considerations
Topic: Damage systems that toughens up the player - ie similar to the ACE one
Replies: 0
Views: 17

Damage systems that toughens up the player - ie similar to the ACE one

The lack of body armor makes it kinda easy to get 1-shot. > Barden Reduced damage for the player? For the SP campaign I can dig that. The one shooting all the time on regular difficulty is quite often. Then again, poke your head up the wrong place and you're a dead man. > Barden For someone BRAND ne...
by kju
Wed Nov 13, 2019 4:08 pm
Forum: Campaign considerations
Topic: Conversations not always cannot be understand properly (too low volume)
Replies: 0
Views: 16

Conversations not always cannot be understand properly (too low volume)

WW2 units have no radio by default, so you need to be nearby to hear each other - we probably will make this an option/only have this for hard(er) difficulties For conversations its already using radios if you are not close enough, but not always and thus you get these fading out situations if not c...
by kju
Wed Nov 13, 2019 4:06 pm
Forum: Campaign considerations
Topic: Restricted mission area
Replies: 0
Views: 15

Restricted mission area

The concept of being on your own and getting somewhere is nice, but just having the character say "Damn I'm going the wrong way" to force players into one direction feels very bad gameplay-wise. Response: You are only disallowed to move north into the town at the start and western road you probably ...
by kju
Wed Nov 13, 2019 3:39 pm
Forum: Campaign considerations
Topic: Tasks are not automatically assigned
Replies: 1
Views: 28

Tasks are not automatically assigned

This may be due to different task presentation in A2 and such - not sure. Or to make you check the task details (and not miss out on alternative or optional tasks). In other words auto assign tasks has the downside you are more following blindly the task WPs However we might auto assign them in easy...
by kju
Wed Nov 13, 2019 3:34 pm
Forum: Campaign considerations
Topic: Having to keep Walter alive is tedious
Replies: 0
Views: 16

Having to keep Walter alive is tedious

Mixed about this. Especially with AI so stupid. Making him invulnerable is bad too - could make him never die but get unconscious maybe.