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Retreating. Waste of time?


Guest DarthMaulUK

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what are the chances of that happening?

Extremely slim.

 

I'm not sure with the way certain other lucasarts games have been treated... cough... swg...cough

I don't know about SWG, but LA generally releases 2 or 3 patches from the game. They also tend to fix bugs rather than improve the game (and the current retreating system works; no real bugs in there). But since Petro seems to be more active than other developpers, everything is possible.

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Usually patches dont change a game just fix bugs. The exceptions are MMORPG games.

 

There's really no chance they would change the retreat settings in a patch, but it is an irritaiting system.

 

WarCraft III patches gave new content (new maps, new neutral heroes). But then, WC3 is just a superior RTS :o

 

And what I said was : "They also tend to fix bugs rather than improve the game"

 

Changing the retreat timer to 5 secs (no individual units, but still) count as a balance change, which is quite frequent in RTS patches. Balance changes are improvements.

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Remember that LA released a big gameplay patch for 'Galactic Battlegrounds' - I think it was the Clone Campaigns patch 1.1 but I'm not sure. Point is, they've done it before with their previous RTS.

 

You mean that thing ?

 

They only changed a couple of numbers... And it's the only patch for SWGB... No particularly impressive.

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We're not talking about changing stats or balancing the factions, this would be an all out change to the core of the game mechanics. That's usually not something developers address in a patch, but reform in an expansion or sequel.

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We're not talking about changing stats or balancing the factions, this would be an all out change to the core of the game mechanics. That's usually not something developers address in a patch, but reform in an expansion or sequel.

 

Balancing sides does not affect the core of the game at all. Balancing is exactly what LA did with the CC patch I posted earlier : change numbers. Make that unit more powerful, nerf the other one. But then, the AoK engine is so old and rubbish (IMO) that making a 5% bonus a 10% instead doesn't do a lot.

 

Patches have two purposes : correct bugs and balance gameplay. Expansions have one purpose : add new content.

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Actually I find this annoying too. I'll see if I can't convince someone to get a fix for the retreat time and speed-up into the next patch (or the one after since it might be too late now). The retreat time and speedup should be relatively easy to change. Retreating one unit/squad at a time, however, is a new system and therefore something for a later product.

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Actually I find this annoying too. I'll see if I can't convince someone to get a fix for the retreat time and speed-up into the next patch (or the one after since it might be too late now). The retreat time and speedup should be relatively easy to change. Retreating one unit/squad at a time, however, is a new system and therefore something for a later product.

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Hey Darth, good to see you.

 

Would altering the retreat so that, when triggered, all ships move back to the hyper point and leave at their own pace be considered expansion-fodder or could that be considered in a patch? In other words, would a patch only alter countdown values or would you be thinking about ways to make the retreat system better? I know that idea is my own pet idea (and definitely one I will try to mod when I can get my hands on LUA stuff), but I'm curious if we'll see different behavior in retreats or the same behvaior just accelerated.

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Hey Darth, good to see you.

 

Would altering the retreat so that, when triggered, all ships move back to the hyper point and leave at their own pace be considered expansion-fodder or could that be considered in a patch?

 

I really like this idea. Having each ship move back to the point it entered the map on is an awesome idea. Also sort of realistic in the star wars universe, as the ships would be getting far enough away from the planet's gravity well.

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When you retreat, you may lose a few ships, but it's better than losing all. I think the feature is helpful.

 

Well actually, you only have up to your skirmish mission cap to lose...

 

Instead of give the scums free kills, you send your ship i and concentrate your attack on his expensive ship, bring a few down as you go...

 

Then you hyperdrove out when you have most nothing on the map (except maybe that little s-foiled xwing and stuff at the far corner)

 

Don't ever give the scums free things, make them pay with every bit of their blood.

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Well actually, you only have up to your skirmish mission cap to lose...

 

Instead of give the scums free kills, you send your ship i and concentrate your attack on his expensive ship, bring a few down as you go...

 

Then you hyperdrove out when you have most nothing on the map (except maybe that little s-foiled xwing and stuff at the far corner)

 

Don't ever give the scums free things, make them pay with every bit of their blood.

 

I think this is debatable. If you are loosing big time, it really doesn't matter if you "make them pay" before being destroyed. You might get through the shields of a capital ship and damage it a little, or shoot down a few squardron of starfighters, but really, it won't matter that much in the end.

 

My point is, if you are loosing to the point when you consider retreating, your forces will get wipped out before they can cause any real damage.

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