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First Impressions from a Beta Tester
Posted: Fri Feb 01, 2002 8:54 pm
by Snigbert
I just started playing last night as part of the Final Beta Phase, and let me tell you that this game is really cool. I was glued to the computer for hours before my fiance came by, wiped some of the drool from my chin and told me I should get some sleep because I had to get up for work in a couple hours.
Here are some initial impressions. Keep in mind I have no affiliation with Matrix or 2BY3 aside from them letting me test the game.
1. The map is really beautiful. I was playing on 1024x768 with a 19" monitor, and I spent a lot of time just moving around the map admiring how nicely the art was done. Screenshots dont do it justice.
2. I had a hard time finding bugs, it's obvious they've spent a lot of time working out the problems. Very stable, never crashed or anything on me.
3. The database of ships and planes is very large, I couldn't think of a type of ship or aircraft that wasn't included (even the often forgotten ones)
4. There is a lot going on, but you can set certain aspects of the game for computer control to make things more managable if you are inclined to do so.
5. Combat is really interesting to watch, and models very closely the kind of results you would expect.
Anyway, sit tight and the game will be available soon. I think you'll all like it.
Matt
Posted: Fri Feb 01, 2002 10:02 pm
by Elvis1965
Matt
Appreciate the insight. I was hoping someone would post some initial impressions. Anything else that struck you? What tools allow you to decrease the micro-manage aspects?
Thanks
Posted: Fri Feb 01, 2002 11:00 pm
by Snigbert
We're not supposed to discuss features too much per the NDA. Some of the more routine things (which some people might find a nuisance?) can be put under computer control.
Posted: Sat Feb 02, 2002 12:06 am
by DougAngle
Thanks Snigbert! I really appreciate the update. Can't wait! Credit card in hand, just waitin' for the word!
Posted: Sat Feb 02, 2002 1:35 am
by Joel Billings
I don't think you have to worry about the NDA in reference to talking about the game in the Matrix forum. You can set subs to be run by computer (with the ability to change their deployment anytime). You can set up automated convoy runs, and give the computer control of replenishment TF's and cargo TF's so they can do what they think is necessary. All the air units can be given just general orders with their picking what they consider the best targets for their strikes instead of having to pick a specific target all the time.
Joel
Posted: Sat Feb 02, 2002 2:00 am
by Elvis1965
Matt
Did a scenario editor make it into your test version?
How many total scenarios are included? Seemed like a dozen or so were mentioned previously...
Thanks
Posted: Sat Feb 02, 2002 2:09 am
by Snigbert
I believe there were 17 or 18 scenarios, but one is set up for beta testing purposes.
I didn't see a scenario editor but I wasn't looking for one either. There are empty slots in the scenario list which suggests more could be added.
Posted: Sat Feb 02, 2002 3:12 am
by Reiryc
How much do you find that youre clicking?
My only beef (and believe me I can beef about alot) about pacwar was that I was constantly clicking...wrist was tired and sore alot after putting that game through its paces many years ago and in the recent past with the windows version.
So do you find youre clicking on menu after menu after menu like pacwar? Or are things a bit more intuitive?
Reiryc
Posted: Sat Feb 02, 2002 3:42 am
by tiredoftryingnames
The interface is 1000 times better. The old menu system of Pacwar is basically non existent here.
Look at the first screenshot that is posted for UV which is public knowledge.
You get that information screen for your task force and a similar one for squadrons and land units. Those arrows you see are the options you have. With a few clicks you can set your task force up to do what you want and operate within the limits you set. Or you can leave it on the defaults. The choice is yours. When you want to set a destination or home port the interface takes you to the map, you click the hex you want and it returns you to the information screen. You're done. Next!
No bringing up a menu to do this or do that like the old system. To sum it up. It's Sweet.
Jason
Posted: Sat Feb 02, 2002 4:05 am
by Paul Goodman
Jason:
You and I are practically neighbors. What neighborhood does the beta.... er, ah, I mean what neighborhood do you live in? I'm in Sandie Point on the Western Branch.
Paul
Posted: Sat Feb 02, 2002 4:42 am
by tiredoftryingnames
Silverwood. We are practically neighbors.
Jason
Posted: Sat Feb 02, 2002 4:54 am
by Reiryc
Ahh good....
Can't wait for this thing to come out....glad to hear on the less menu clicks =)
Reiryc
Posted: Sat Feb 02, 2002 6:00 am
by Dunedain
The game is sounding really great. <img src="smile.gif" border="0">
One thing I am wondering about is file security for PBEM (and TCP/IP games that
have to be resumed). Are the multi-player files for PBEM password protected so that
the enemy can't access your files and see the game from your forces' side?
Also, does UV use a system like Combat Mission where files are password protected
and neither you nor your opponent get to see the results of any turn's actions
until after you have both given orders and the turn can't be "reprocessed" in an
effort to get a better combat result before sending the next turn to your opponent?
This requires more file swaps, but is the only way I know of to ensure no cheating
can be done with how the files are sent back and forth. In other words, you never
get to see the results of the current turn's combat until after your orders are
locked in and there is no way for you to change those results.
This is a critical issue. The last thing we want to have to worry about is cheating.
With a secure passworded file system in place like in Combat Mission, it's not
anything we even have to think about.
Posted: Sat Feb 02, 2002 6:07 am
by Joel Billings
Yes and yes. Password protected and won't execute turn until second player returns to first player. First player watches, makes another move and sends that move and the VCR to the second player. No cheating. We have a bug currently with the system but expect to have it fixed by the time we release.
Joel
Posted: Sat Feb 02, 2002 6:16 am
by Dunedain
That's great news, Joel! <img src="smile.gif" border="0"> You can enjoy a game so much more when you know your
opponent can't cheat. It's just something you don't have to waste a second thinking
about, and instead can focus on strategy.
Good job on the file security issue! <img src="smile.gif" border="0">
Too bad not all computer games are so secure...
[ February 01, 2002: Message edited by: Dunedain ]</p>
Posted: Sat Feb 02, 2002 7:08 am
by Reiryc
Ok what's the scoop with japanese carriers in this one? In pacwar one of the things that used to bother me was that the capacity would show, say 84 aircraft but they would only load 72....
Now I realize there are historical reasons, but if there are, then why put the cap at 84? So in this version can we actually get the carriers to load to their capacity...as in is their some kind of override feature to make them do so?
Reiryc
Posted: Sat Feb 02, 2002 8:33 am
by Larry Holt
Originally posted by Elvis1965:
Matt
Did a scenario editor make it into your test version?
Thanks
There is a scenario editor. Its a lot like the SPWaW one (surprise, surprise!). I can edit ship armor, turrets, ammo, name, exp, morale, leaders admin & aggressiveness data & LOTS more!
Posted: Sat Feb 02, 2002 11:50 am
by Dgold
Just a note about the length of scenarios. I just finished my second Coral Sea scenario in about 1.5 hours, whereas my first game took over 2 hours. The game becomes very easy to play, but difficult to master, in a short period of time. The heavy manual scared me at first, but after a quick read and playing a scenario, I am very comfortable with the game.
I have played just about every computer wargame ever published and this is by far the best - clean, elegant, historically accurate with beautiful graphics.
Dgold
Beta Tester
Posted: Sat Feb 02, 2002 2:37 pm
by Marc von Martial
My only beef (and believe me I can beef about alot) about pacwar was that I was constantly clicking...wrist was tired and sore
We plan to ship icecubes with the game <img src="wink.gif" border="0"> .
No, the interface is very intuitive IMHO. You´ll face the standard clicking for viewing menus, databases and overview screens. Assigning targets to the ships and planes by clicking on the map. Hotkeys make your live easier also.
Posted: Sat Feb 02, 2002 9:26 pm
by Snigbert
I also find that it is easier to play than PacWar. More complex, but easier to handle.
In PacWar, I would execute a turn and then spend a bunch of time sending out new orders, checking the status on things, etc.
In this game I spend some time at the beginning setting orders, then executing turns and watching the results. However, because of the variable phase lengths you dont have to immediately go back and issue orders to everything again, you can just check out what is going on, make minor tweaks if neccessary and then execute again.