[ian-reeds-games] Re: Another draft version of my map pack and Re: Multiplayer

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Thu, 10 Jan 2013 23:05:22 -0500

Hey Craig,
I was int he middle of writing an email back, but once again things happen, 
sigh.
Anyway, yeah, the bug is everywhere. I just found out my bro in law got knocked 
down by it, literally. Before him my other brother in law had it, and most 
likely he gave it to us for xmas. 
Anyway, Yeah, I think that is going to be a really neat flag.  
Thanks for trying the starship maps. I beat the first  six, and I am currently 
tweaking the last four or so so they aren't offical in any way. 
One of the things to remember is how the ai works, and how you can equal the 
playing field with some of the skills you have.
Also on some of the levels are special reports. On the lyran level the engineer 
tells you something very useful. On the stolen starship level, you are given 
something important by your first officer. They are skills, they don't cost 
anything to play, since they are only audio, but they come in handy.

Thanks for clueing me in about the turbolasers on the capital ships. 
Randomness with dice rolling is going to be a huge game changer for those who 
wish to implement it! I think that might add dimensions to all sorts of maps in 
all sorts of diffrent ways. especially that flak feature you are talking about. 
That will be very cool.

Back in the old caveman days of video games, like circa 1983 or so I had a 
Mattel Electronics intellivision. It was the competition against against the 
huge atari 2600. 
Anyway, Intellivision had this cool thing called a voice module. It then 
released several games that had literal talking voices, very understandable 
voices. Male, female, even one with a southern accent. It was fantastic. Well, 
they had made this game called b17 bomber. You flew a b17 during ww2 from 
england to germany and dropped bombs on their low resolution 8bit nazi 
supporting pixels! During the trip, you had to fly the plane, but if you ran 
into german air screens, you had the machine guns at four positions, namely 
front, back and either side. The germans would fly acorss the screen shooting 
at you, and you would try to shoot them down. If you blew it, you got three or 
four bullet holes in your screen and that gunner was toast.
When it was time to drop you played navigator, and your ability to drop bombs 
were based on  how high or low you were, and how fast, so it was always tough 
to estimate where the bombs will drop.
Now, it was possible for the navigator to bite the bullet, which means you 
don't get any crosshairs. If the plane gets really shot up, you have to try to 
keep it level and up in altitude and that was nerve wracking. You had to worry 
about your gas, and there was a number of times that I coasted back over the 
channel on fumes. It was perhaps the best game the system ever had.
Well, the whole point of this was the flak. When you got closer to your target 
in europe, you started to get flak. Sometimes it hit the plane, and you would 
get the rumble and alert, and someone telling you to "watch for flak".  It 
would show up like black puffs and you could see it thru all the diffrent 
screens of the plane.  
Naturally, the higher you were in altitude, the  less flack you got, but also 
the  slower the terrain underneath passed, and it became really hard to judge 
where the target will be. If you fly closer, the flak literally becomes crazy, 
your plane gets multiple hits all the while you are trying to drop some bombs. 

What that has to do with star wars? I don't know. I just thought I would tell 
you about it, cause of the word flak. So I see where you are going with that 
more or less and I like it alot. 

 Multiplayer is one of those things that I am not interested in, but for the 
sake of the game, might be a necessity to reach a broader group of people. How 
that will work is really kind of tough. I would imagine it would not be two 
people facing off real time, or maybe if it was, then maybe there would be a 
real time option for those who want to go head to hhead at a specific time, or 
a more by move game where one player moves his units, the other gets the update 
at some point later on and then makes their move and vice versa. 
As long as my prefered one player play is not disturbed, it doesn't bother me. 

al 


"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: Craig Brett 
  To: ian-reeds-games@xxxxxxxxxxxxx 
  Sent: Thursday, January 10, 2013 6:05 PM
  Subject: [ian-reeds-games] Re: Another draft version of my map pack and Re: 
Multiplayer


  Hi Allan,

  That sounds pretty rough, hope you're all better soon (or by now). 
  There's a lot of nasty bugs going around here in the UK (though it's 
  entirely possible you live here too).

  I don't blame you, the Death Star test will hopefully eventually turn 
  into a pretty cool boss map. You won't have to kill it outright, don't 
  worry! I'm thinking just the Ties that come in later on. But I'm not 
  even sure about that, yet. Then... well then you have to go into the 
  trench.

  No, you're not supposed to be able to attack Tie Fighters with the 
  standard main gun of the cruisers. I'm going to change that from an 
  attack to a turbo laser cannon of some kind so it's a bit more plain. 
  The cruisers use anti-fighter flak on fighters that share the same 
  space as them. This flak uses a different action type to normal, since 
  it's all done automatically by computers and stuff. Cruisers could 
  fight fighters and large vessels at once. This will be even better 
  if/when random comes in, if I can make flak hard to hit but very 
  damaging if it does.

  I tried your Starship battles campaign. It looks fun! I can't beat any 
  missions yet, it just means I have to try harder lol. I like the amount 
  of different actions you can perform. There's a fair amount of strategy 
  that could go into a battle, except, it would seem, from me.

  The new not moving until seen thing will come in handy for me I'd 
  imagine. I'll give it a try if ever I get some free time :) Good work 
  Ian.

  Regarding multiplayer, as much as it would be cool, I feel as if it 
  would add a huge new dimension to things. Maps will go from simply 
  getting around AI challenges to trying to keep things either evenly 
  balanced or in some way fun for both players. Not necessarily a bad 
  thing, but it would involve whole new map packs needing to be written 
  as well as the code.

  Which model would we want for multiplayer: A single server somewhere 
  where people connect and challenge each other or look for random 
  opponents, or a person to person connection where you type in the IP of 
  another player to connect to directly? The second is the one that was 
  requested in the original feature request, but there's definite bonuses 
  to having a central place for everyone to connect. Something to think 
  about. From an audio games perspective, to compare the two approaches, 
  Swamp uses a server approach whilst Top Speed used a person to person 
  approach.

  I hope you're all well,

  Craig


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