I know we all have concerns, but do we have to be so negative?
Blind Sniper wrote:Yes I do, because we are speaking about a real time game and a company like Paradox, then if someone think that games like HOI are historical...then no need to talking anymore.
Blind Sniper wrote:Also reading other forums lot of aged people (me too) think that Ageod has made a step back doing a real time game, moreover another Napoleonic.
I'm not a young guy, I have played a lot of games so far and I found that worst game are the real time ones, IMHO.
Blind Sniper wrote:Yes I do, because we are speaking about a real time game and a company like Paradox, then if someone think that games like HOI are historical...then no need to talking anymore.
Also reading other forums lot of aged people (me too) think that Ageod has made a step back doing a real time game, moreover another Napoleonic.
I'm not a young guy, I have played a lot of games so far and I found that worst game are the real time ones, IMHO.
Of course if Ageod wants to do a game like that surely is for economic reasons and I really hope it will be a success, seriously
Edit: I think they made the best strategic ACW game so far, thefore I (we) need company like Ageod, make money how you prefer then create another good game![]()
Blind Sniper wrote:Also reading other forums lot of aged people (me too) think that Ageod has made a step back doing a real time game, moreover another Napoleonic.
I'm not a young guy, I have played a lot of games so far and I found that worst game are the real time ones, IMHO.
caranorn wrote:Concerning so called realtime. Only in some very rare cases can I see an advantage of realtime over Wego as we've known it so far with the Age engine. That is to cover the periods of low activity and therefore speed up those phases. But, if a game is to use another engine, or even if it's just an overhaul of an existing engine, one could look into alternative approaches (varying turn times) to achieve the same effect, without the negatives of realtime. To me realtime in a game usually means one or two (or occasionally both in succession) things, stress (as I have to pause/unpause all the time etc.) or boredom (as I just leave the game to run at full speed and still nothing happens). Add to that that realtime indeed makes no sense in a strategy game which is about thinking, planning, scheming, not quickly reacting to events that would never happen at this speed in reallife.
SAS
UFO: Aftershock uses the Simultaneous Action System (or SAS for short) for controlling your squad in combat. The basic premise of the system is a simple one: you have to plan a string of actions – go here, take the gun, fire at the enemy – for all your soldiers and then press the Run button. Your squad executes your orders until one of the following happens:
- One or more soldiers complete all planned actions.
- Some planned action cannot be completed (e.g. the enemy hides and it is no longer possible to attack it).
- Something important happens (e.g. a new enemy is spotted, a soldier is attacked, etc.)
- You pause the game.
Whatever the cause, the game stops running and the soldier ‘responsible’ for it (i.e. the one who completed the plan, whose plan was interrupted, or who spotted the enemy) informs you. You can now review all your plans, amend them as needed and then run the game again.
See the Options Screen to modify actions when the game pauses.
Philippe wrote:I pretty much agree with Caranorn.
I play Paradox games and enjoy them. I play Fallout too. That doesn't mean I want to see Paradox games become first person time shooters. Sometimes you drink Nuits St. George, sometimes you drink plonk, and sometimes you drink Coca Cola. Doesn't mean you want to mix them.
I'm sure Nap II will be a fun game at some level, and I really, really hope for Ageod's sake that it will be a commercial success. I'm assuming that the switch to real time is an attempt to attract more mainstream gamers to the hobby. And if it allows Ageod to continue and keep producing more serious games, then it can't be such a bad thing.
But as it happens I'm heavily involved in Napoleonics with two other game companies, and my heart sank when I heard that Nap II was going to be in real time. I had hoped that Nap II would do what Nap I failed to achieve, and I'm saddened to realize that no one will be producing a serious Napoleonic game at the strategic level.
A real time engine might work at the level of delivering a game if there weren't a lot of stacks to move around. But limiting the selection process of what you can try to move to the player's attention span is not a credible mechanism for simulating command and control. The one-second pause trick does not solve the fundamental problem: you can give orders to everybody during that one second, but that's not very realistic either unless you've built in an activation limit -- which you can do, but at that point, why bother because the people that want a twitch game will just complain.
But the real killer with real time is that it not only eliminates one-on-one pbem games, but it makes it impossible play yourself head-to-head using historically correct moves for each side to test whether or not the game is modeling the historical reality. That is a deadly blow to the credibility of the game as an historical simulation. The Ageod brand has a lot of credibility in that department that Paradox has lost.
I think one of the things people are getting upset about is the spectre of Ageod eventually losing that credibility. There's a reason they never put the Cadillac name on a Chevrolet, and it's the same reason that you'd never put the Rolls Royce name on a Fiat -- it cheapens the brand. I think one of the lessons to take away from this is that brands are an illusion, and you have to invest your loyalty in particular games and the particular designers that put them together. And in Ageod's case a lot depends on post-release development and the dynamics, level-headedness, and civility of the group of players who coallesce around a game that they've decided to continue to invest their time and energy in.
nadia911 wrote:If Paradox has destroyed the NCP II (and AGEOD), I have to be positive and show support? Support for what?![]()
vaalen wrote:Has anybody considered that perhaps the reason that Clausewitz was chosen for NCP 2 is because of the endless, bitter complaints about how slow PON was?
vaalen wrote:Did you know that Paradox is planning a game using the Ageod system that is planned to be available before NCP 2?
How about support for that?
And what if they have to do NCP 2 in order to be able to do the Ageod series game?
Can you support that?
nadia911 wrote:The team AGEOD is working on Paradox for Paradox, the next AGEOD game is being developed by external modders, without external modders AGEOD would have died.
Anyway, a game about the 30 yrs. war or Roman times I do not care, I like one NCP II turn based.
When AACW II is converted to the format Paradox will hear a complaint?
nadia911 wrote:Soon, AACW II "the shooter" : Bonk:
Ilitarist wrote:Please, stop this stupid elitism. Turn-based gaming is not by default more "intelligent" than realtime. And, by the way, Clauzewitz is not exactly realtime.
Change of gameplay style can give you new unique genre. Maybe you've managed to master AGEOD games and think they're someway most elite and hardcore games and any significant change will destroy your preffered game style and therefore game itself.
First, Paradox games aren't any less complex than any AGEOD games.
Second, AGEOD games aren't most hardcore, intellectual, complex or difficult games.
Third, AGE is not a sacred cow. This engine is dated and hasn't any significant advantages.
Good game is fun game. Complexity and challenge are tools for producing fun. Not playign shooters or RTS is not telling anything good about you, except maybe you can't make fast decisions.
Philippe wrote:A lack of equanimity and civility is what stunted Nap I's development in the first place. What makes any of these games blossom is the cooperative dynamic of the group of people who are willing to invest time and energy into getting it right. Engaging in invective is a surefire way of making sure those groups never form. Poisoning the atmosphere can kill a lot more than the cohesion of the group of people willing to contribute to the evolution of a particular game. This is supposed to be a discussion among adults, so let's keep it that way.
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