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Do you think Movement/Gameplay is too slow?

Posted: Tue Nov 13, 2001 9:11 pm
by tapank
Hi, first of all I'd like to thank Vicious for making TOS free. I really appreciate what you guys have done.
I played my first real game, after reading the manual for the first time(I downloaded it the first time a couple months ago but didnt really get into it because of the reason below). The game was medium teams, me against an average AI. I finally understood what "wait on xxxx" meant. I like that.

However, I feel the game plays rather slowly, in that there are too many turns. It takes a very long time for a unit to advance one hex(in between i have to go through many turns and phases of other units). Im used to playing games like Missionforce:Cyberstorm, so maybe I cant quite understand a game like this. I find it hard to use any tactics that involve movement such as flanking or terrain advantages because to move a couple of hexes, the unit would be shot so many times and probably end up with a broken leg before 5 hexes.

I hope you understand what im trying to say. I feel the game would be more exciting with faster movement. Am I the only one who thinks the gameplay is too slow? Is there any chance for a slight change? Perhaps reduce the hex scale? increase time between weapons recycle? increase average turn duration?

Thank you
Tapank

i probably played too much cyberstorm.

Posted: Tue Nov 13, 2001 10:47 pm
by LarkinVB
Originally posted by tapank:
i probably played too much cyberstorm.
Yes, you did. I only played it once or twice and was annoyed by its totally artificial turn system. I think it's a matter of taste. ToS is slow and sometimes I wish battles could be finished in a shorter time but that would mean to break the system and get a totally different game. How fast should movement get ? You know the consequences on balance ? For ToS WS I added an automove feature, you can select a visible hex and the titan would move there without further intervention. This does speed up the initial phase but you won't use it in combat situations.
But you can do nice outflanks, disabling titan animations would result in very fast moves as long as combat hasn't started. Its something you sure would love in internet games and missions.
In random games the AI is advancing most of the time. This will change in missions were players often have to be the attackers. It will be much more challeging to find the weak spots in the defenders setup and will surely make recons much more needed in teams.

Posted: Wed Nov 14, 2001 4:48 am
by rosary
Gameplay in v14 is a bit slow. But not compared to other networked turn based games I've played. Its faster than HOMMIII. Slower than QIII.

ANyways, that aside, the automove makes the game seem a lot faster in warring suns and missions will not waste your time. If you want a fight you will get a fight. I've been testing the early map editor with the TOS:WS beta and have never been so bombarded by enemies in my life. I'll have to actually be kinder and gentler in my designs. In one of the Missions : 'The Gulley'. Players will have the pleasure of walking about 3 hexes before getting a glimpse of Every Single Enemy. They don't come out one at a time from a distance. They emerge from side canyons all at the same instance. Fighting is intense. I'm making an effort of making the game less running around aimlessly and more falling and exploding from ammo explosions. <img src="wink.gif" border="0"> I mean that in the funnest way possible.

Posted: Wed Nov 14, 2001 6:34 am
by Lyhrrus
QIII = Quake 3?

Is that a RPG? (Never played it)

Posted: Wed Nov 14, 2001 6:35 am
by Lyhrrus
You can also modify your binit.dat or the ingame selections with F4 to set your messages, sprite speed and titan movement to shorter spans.

Posted: Wed Nov 14, 2001 9:28 am
by rosary
That is true but it only truly helps when ALL players change these settings.