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Skeksis

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Everything posted by Skeksis

  1. I think it's in all of us, warship enthusiast that is, otherwise if you didn't have this interest why would you bother to play this game or post at all. All of us must connect to history in some way or another, i.e. here, there are no exclusions.
  2. Well as super battleship hulls are in-game, then the enemy AI is going to build one... or two, yeah there's going to be a "final boss" or bosses! This game is taking shape. It's going to be quite hard to finish the campaign without building there counters though. While the end game is the goal, the journey to get there is the content. Not only the super's but it's the whole package that's selling to the warship enthusiast. The team have really thought out exactly where to place this game, along time ago too, and quite frankly, it's 'brilliant'. Too late, super's are already here.
  3. Every single gamer goal is to win, it's the very fundamental of all gaming itself, it's an emotion of success. And one way to do this is to advance/upgrade via 'gear', to win at every step of the way, and in UAD case, it's the next best ship. Early game is only the start, the base, the end game is the goal, it's where everybody is going, it's where the aspirations are and where the best gear has to be. That's not hard to understand. And understanding the targeted audience too. If the game was to be pre-dreadnought or true dreadnought as you guys claim it should be, then the cut off date would have been 1919. But by setting it at 1940, the Dev's have set the game's nature, set the best ship, set the best gear, set the aspirations, set where the success will lie. Now can you see why "super battleships" have been developed foremost. Just IMO of cause.
  4. Again, a working draft of the campaign took up all their attention. It make's sense to do so, to have the campaign and to see all the systems working through this core and to flush out any issues thereafter. What we had so far was a stable version for Academy Missions, all to test controlled AI and also general mechanics, with very few issues. Custom Battles is somewhat uncontrollable (for now). With a limited campaign and like Academy Missions, we can put through the volume of gaming hours that in-house testers could never do, this is where we'll find out the true nature of AI designs. I suspect this is the period where we'll see the AI auto-design improve the most, even dramatically. Cause it's going to effect the core/campaign, i.e. campaign stability. IMO these re-irritations of feedback is premature, we haven't even got the improvements for the campaign yet, let alone identifying any issues that have pasted into this version. We kinda have to unlearn what was and move the game forwards to what it will be (from our perspective that is).
  5. All almighty give the team strength, please!
  6. Yes. WIP. The campaign will be about fighting the AI and its designs, so this has to be one of the areas to get right, wouldn't you say. WotS has fixed designed enemies, while this is good for a single campaign in a moment of time, it's impossible for developers to build multiple campaigns, for multiple time periods, encompassing six classes of ships resulting in thousands of ships. Meaning AI auto design for ships is the only option, it's here to stay and all the issues have to be resolved before release. Keeping auto enemy design assigned, in task of getting it ready, and for us to encage in this task (if it's so), is the the right call, IMO. Calls for all designable have been around since birth, they know. My workaround is to split every capital ship up into single ship divisions, it works. But remember Dev's have always said, and wanted, to get a working draft of the campaign out before addressing any other issues, they have done just that.
  7. AI designs still have to be tested, to flush out all the issues, the best way to continue this process is with enemy auto-designs. If so then I think once the team is happy with AI-Auto-Designer, I'm sure they'll release full player enemy builds.
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