Firefight

Firefight

DeadPoolX Jul 12, 2016 @ 9:13am
Tactical Pause?
Can you pause the game and issue orders?
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Showing 1-12 of 12 comments
Kyso4ek Jul 12, 2016 @ 12:43pm 
there are very few units to command, no need to pause
DeadPoolX Jul 12, 2016 @ 1:51pm 
Originally posted by Max Damage:
there are very few units to command, no need to pause
It doesn't matter how many units there are to command and your response doesn't answer the question.
Herodotus Jul 12, 2016 @ 7:37pm 
Not in the demo, which is old. don't see why he'd have one now/ The "Close Combat" series didn't have one. All fought in real time.
DeadPoolX Jul 12, 2016 @ 8:55pm 
Originally posted by Herodotus:
Not in the demo, which is old. don't see why he'd have one now/ The "Close Combat" series didn't have one. All fought in real time.
True, although there's no reason the dev couldn't include features not originally found in the Close Combat series.
Sean O'Connor  [developer] Jul 13, 2016 @ 1:41am 
I wanted the game to be as intense as possible and at times a bit of an overload on the player (as I guess that would be realistic) and I think a pause while you gather your senses would spoil that a bit.
DeadPoolX Jul 13, 2016 @ 2:19pm 
Originally posted by Sean O:
I wanted the game to be as intense as possible and at times a bit of an overload on the player (as I guess that would be realistic) and I think a pause while you gather your senses would spoil that a bit.
It's your game, so you can obviously do whatever you want, but playing the "realism" card is weak.

Unless the game only gives you one chance and if you die, it deletes itself from your account forever, it's not realistic.

That wouldn't be fun, however, so the game has already conceded on the "let's be realistic" front in favor of gameplay mechanics.
Last edited by DeadPoolX; Jul 13, 2016 @ 2:19pm
*budd* Jul 14, 2016 @ 5:33pm 
it's always better to give the player the choice.
Redzek Apr 2, 2020 @ 5:14am 
Agreed, no pause, no choice, no buy.
Simulacra_53 Mar 13, 2021 @ 10:07pm 
There are two types of pause, active and inactive.

A game should always have an inactive pause - for instance you temporarily stop the game by going to the options menu and continue playing when you have finished whatever you had to do.

An active pause is something else. That’s part of the design and if the designer feels that his/her creation is better served without active pause that’s a valid choice. The argument he made is perfectly valid, from a design perspective - there is a difference between permadeath and being able to stop time in a real time game.

Now the designer could chosen pulses, he could have chosen we go, but he chose real time.

Buyers vote with their pocket, but the developer was open about why he made the decision. Active pausing is not part of this game. No need to put down a demand like no pause no buy.

Buy or don‘t buy.

...I haven’t bought Firefight because I have too many games anyway, still on the list though - one of these days I will pick it up as a real time wargame.
Zakhal May 17 @ 9:34am 
No pause or slow down? No buy.
I was almost going to buy this until I saw this. In real life (or FPS), each soldier can direct his own movement, so no pausing would make sense.
But the player is in control of everything, and this sounds like a clickfest. No thanks.
Originally posted by Sean O'Connor:
I wanted the game to be as intense as possible and at times a bit of an overload on the player (as I guess that would be realistic) and I think a pause while you gather your senses would spoil that a bit.
Sean, I don't know if you pay attention anymore. I understand that you think that by not having a tactical pause it adds intensity to the game, and I realize it's not a simulation but part of the fun of a game is to witness the the results of your actions. I find that I've missed many of my units actions because I was off sending a flanker on a separate mission somewhere or one of my units have made contact and gotten pounded and the AI isn't dynamic enough to compensate like a real sergeant or even grunt would. In any skirmish game there needs to be an ability to coordinate your decisions. As a combat soldier our actions tended to be coordinated (as much as possible) but we adjusted on the fly as needed and we didn't need the battalion commander to tell us things one squad or platoon at a time. Please add that or at least the option as it takes away from the fun by not having it. It's a game and meant to be intense but this would add enjoyment to me and I'm sure many others. I bought this game from you in 2016 (for android also) but never played it much only because of this missing feature.
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