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Comrade Raptorkov

Beta Thoughts

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If you're no familiar with our current beta, there has been some huge changes from R3. I'm going to reveal some of the info and get the communities thoughts based on a current problem were having, which will require another huge change.

 

so here is a list of big changes;

  • limited production facilities
  • multi-build tanks
  • squad based infantry

 

and here is a list of problems were having;

  • squads are kinda clunky but functional
  • the game missmatches in multiplayer as soon as a multi-build tank "splits"

 

"spiting" is because we had a problem with multi-build tanks getting stuck in the factory, the solution was to have a single tank drive out, then after a few seconds it dies creating 2 - 3 tanks depending. It seems with the addition of squad based infantry, there may be too much information going back and forth, and the multiplayer engine cant keep tabs on all the stuff thats going down at once.

 

Now because of the huge amount of work it'd take to put in to action just one of these ideas, I'd like community input on which solution we try first. if the first step doesn't work we'll try another and another and so on until it works. As a beta community we've decided that squad based infantry are better than having multi-build tanks. however there may be another solution that just dropping them. If you don't know, multi-build tanks, say T-34, which come in 3's, it builds in the time of 1 T-34 but it costs the amount of 3. So you're just getting 3 tanks faster and with less clicks than building just 1, but at the same cost in money of building 3 single units.

 

So heres what i propose, A: we just make it so the single units build in 1/3 of the time, because no one uses single build anyways. B: we just drop multi-build altogether C: we just dropped squad based inf altogether. D: we make the multi-build tanks a squad based unit

 

I prefer option D, making 3 tanks function as a single unit, just seems smarter to me, no one sends out single tanks anyways, and if you wanted to just build 1. All though, squad based units gain rank as a whole, if 1 unit in the squad gets promoted the whole squad does. This may create a balance issue where groups of tanks are suddenly elite. But we can change the characteristics of how they gain rank, making it take 3 times as long, so this shouldn't be a major issue. And I don't believe we'll have to worry about them getting stuck in the factory since you can make them spawn 1 at a time over a period of time.

 

Also korona, I'm sorry but I'm changing the way squads build, I'm going to make them build 1 at a time like every other unit. waiting 5 minutes for a couple squads is ridiculous not to mention the additional OCL that are needed.

 

So let me know what you guys think and I'll get to work converting everything and testing it to see if it works or not, thanks guys.

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Option D sounds great! I'd love to see that in a future release. If that doesn't work out I'd say then go for Option A.

 

Just as a random thought, maybe you can go with Option A and D both (I'm unaware of how much work it would be, but your call to actually use this idea). You can still have individual tanks build at 1/3 of the time but have the squad based tanks as like some sort of elite unit. Because they are squad based they have that extra cooperation with each other and take down enemies even faster than say building the same number of individual tanks and take longer to receive their promotion since they are acting as a whole. Again, just a random thought.

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Honestly, I do not like the idea of ''Squad based tanks''. As it may introduce some extra lag and pathfinding problems.

I like squads of infantry, but it takes too long to create them in the early game when you need to fill your pillboxes.

 

So I would take either A or C.

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Yeah, the squad based tanks don't work too well. They operate just fine until you tell them to attack something. They get this logic that 'imma squish that thing' I tried tweaking about everything to remove this problem, but it doesn't work. As for the infantry, I'm going to make them build single squads instead of a bunch all at once after a long time.

 

Multibuild isn't a big deal anyways, all it does is make it so you don't have to click so much.

 

Anyways, we got some extra room in factories for some new units. Since I can't model to save my life, I'm making variants or units that are similar enough to go unnoticed, so far, from t3476 model 1941, model 1941 t3457 and from su100, I made the su85.

 

If anyone knows how to make cameos for units,

 

SU85

http://www.millionhappiness.com/media/dragon/l_DRA6415_MFU1.jpg

 

T3457

http://www.anticsonline.co.uk/l.aspx?k=1253540

Edited by Comrade Raptorkov

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I made you the cameos you where asking for. I assume that you know how to implent them into the game. I also included a new Somua S35 cameo, as the current one displays a captured one used by the Germans.

 

BlitzTanksNew.png

You will need to convert the PNG to TGA yourself.

 

 

You may also want to overide the FT17's and R35's voice sets in the SoundEffects.INI file with the fixed ones below. As the original ones are bugged.

 

;----------------------------------------


AudioEvent FrenchFT17VoiceSelect
 Sounds = FRFT17Select01 FRFT17Select02
 Control = random
 Volume = 100
 Type = ui voice player
End

AudioEvent FrenchFT17VoiceCreate
 Sounds = tankbuilt
 Control = random
 Volume  = 40
 MinVolume = 30
 Priority = high
 Type = world global player
End

AudioEvent FrenchFT17VoiceMove
 Sounds = FRFT17Move01 FRFT17Move02
 Control = random
 Volume = 100
 Type = ui voice player
End

AudioEvent FrenchFT17VoiceAttack
 Sounds = FRFT17Attack01 FRFT17Attack02
 Control = random
 Volume = 100
 Type = ui voice player
End



;----------------------------------------


AudioEvent FrenchR35VoiceSelect
 Sounds = FRR35Select01 FRR35Select02 FRR35Select03
 Control = random
 Volume = 100
 Type = ui voice player
End

AudioEvent FrenchR35VoiceCreate
 Sounds = tankbuilt
 Control = random
 Volume  = 40
 MinVolume = 30
 Priority = high
 Type = world global player
End

AudioEvent FrenchR35VoiceMove
 Sounds = FRR35Move01 FRR35Move02 FRR35Move03
 Control = random
 Volume = 100
 Type = ui voice player
End

AudioEvent FrenchR35VoiceAttack
 Sounds = FRR35Attack01 FRR35Attack02 FRR35Attack03
 Control = random
 Volume = 100
 Type = ui voice player
End

;----------------------------------------

 

If you have any more cameo's or have some questions, I will be glad to help you out.

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Compare it with the original one, you might figure out what is wrong.

 

;----------------------------------------


AudioEvent FrenchFT17VoiceSelect
 Sounds = FRFT17Attack01 FRFT17Attack02
 Control = random
 Volume = 100
 Type = ui voice player
End

AudioEvent FrenchFT17VoiceCreate
 Sounds = tankbuilt
 Control = random
 Volume  = 40
 MinVolume = 30
 Priority = high
 Type = world global player
End

AudioEvent FrenchFT17VoiceMove
 Sounds = FRFT17Move01 FRFT17Move02
 Control = random
 Volume = 100
 Type = ui voice player
End

AudioEvent FrenchFT17VoiceAttack
 Sounds = FRFT17Attack01 FRFT17Attack02
 Control = random
 Volume = 100
 Type = ui voice player
End



;----------------------------------------


AudioEvent FrenchR35VoiceSelect
 Sounds = FRR35Attack01 FRR35Attack02 FRR35Attack03
 Control = random
 Volume = 100
 Type = ui voice player
End

AudioEvent FrenchR35VoiceCreate
 Sounds = tankbuilt
 Control = random
 Volume  = 40
 MinVolume = 30
 Priority = high
 Type = world global player
End

AudioEvent FrenchR35VoiceMove
 Sounds = FrenchR35Move01 FrenchR35Move02 FrenchR35Move03
 Control = random
 Volume = 100
 Type = ui voice player
End

AudioEvent FrenchR35VoiceAttack
 Sounds = FrenchR35Attack01 FrenchR35Attack02 FrenchR35Attack03
 Control = random
 Volume = 100
 Type = ui voice player
End

;----------------------------------------

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