自由人:游击战争

自由人:游击战争

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JDCollie 2018 年 2 月 1 日 下午 3:06
Battle Continuation Ideas
We've all been there: Your troops are deployed in strong formation, you have the high ground, the enemy is in disarray, and the win seems likely. You plunge into the battle to drive the victory home and . . .

oh, you took an arro- I mean, bullet to the head, and now the battle is over and you're forced to let the rest of the battle autoresolve. It sucked in Mount and Blade and it sucks here.

I request the ability to either:
A: Continue the battle in commander mode, issuing orders to your troops until the battle is complete, but not being able to see first person what is going on the ground.

or B: Let us take control of one of our troops, (basically body hopping as long as you have troops left.) I'd prefer this one because it would be *much* more fun, but it is also pretty powerful, so I would make it a toggleable option. One of the Warband mods had this option, and it made battles incredibly fun, because you got the chance to play as rank and file.
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正在显示第 106 - 120 条,共 194 条留言
Lucas_ez 2018 年 3 月 6 日 下午 2:35 
引用自 JDCollie
We've all been there: Your troops are deployed in strong formation, you have the high ground, the enemy is in disarray, and the win seems likely. You plunge into the battle to drive the victory home and . . .

oh, you took an arro- I mean, bullet to the head, and now the battle is over and you're forced to let the rest of the battle autoresolve. It sucked in Mount and Blade and it sucks here.

I request the ability to either:
A: Continue the battle in commander mode, issuing orders to your troops until the battle is complete, but not being able to see first person what is going on the ground.

or B: Let us take control of one of our troops, (basically body hopping as long as you have troops left.) I'd prefer this one because it would be *much* more fun, but it is also pretty powerful, so I would make it a toggleable option. One of the Warband mods had this option, and it made battles incredibly fun, because you got the chance to play as rank and file.
I dont think being able to body hop alot would be too fun
Lucas_ez 2018 年 3 月 6 日 下午 2:36 
引用自 Hyperserver
suggestion:
I think both versions would be to complicated to make together - why not following way:
take way B - you can play instead of another character (not weakened)
but you got penaty after game - for example for each kill you get as player you will loose x% of your experience and each "revival" in an other sqad member will cost you some credits.
So you got the posibility to rejoin if you want but you are interested in staying alive from startup till end.
Otherwise you can play like "i rush and if i die - who cares - i can keep going on"
Each way there has to be a really hard "payment" for dieing imho
BTW - if the leader dies in combat the moral of the other squadmembers should sink - because if your leader dies thats hard XD
YES!!!
Stray952 2018 年 3 月 6 日 下午 2:44 
Uh just wanted to point out a bug, it actually re-rolls the battle numbers after you die if you select 'continue without me' ... I killed 78 enemies and it reduced the number to 64 with all of my guys dead.
Smokes 2018 年 3 月 12 日 上午 6:15 
you could just be able to hop to you companians. once you and your companions die then it goes to auto finish?
verrueckterhund 2018 年 3 月 12 日 上午 6:35 
引用自 Ali Silcox
How would people feel about a rescue system?

What I mean is this:
A lucky shot ending a game or severely disadvantaging a player is something that would realistically happen IRL, becuase gunshot wounds are nasty. However, we can't allow it here because it wouldnt be fun.

However, we have to punish the player with more challenge for not playing carefully. Therefore, I suggest the following:

-If the player has no compainions or high-enough tier squads with living commanders, the current system happens (your troops advance without you, rescue you and withdraw, with moderate casualities and no victory).
-If the player has living companions or elite squad leaders, control switches to them in order of their XP. A timer (2-4mins? setting-variable?) starts at the player's body, and a unit must move to the player, a button be pressed, and then they either retreat, allowing the player's body to be removed and treated, or they "stabilise" the player in-situ, ending the timer successfully. The battle can then continue. Alternatively, the second in command the player is playing as can win the battle within the time limit, effectively securing the injured player.

The second in command would have all the abilities of the player, but the additional responsibility of recovering the player's body.

Ideally, carrying of the body would be animated, but failing that the player could be resurrected as an immortal NPC and withdraw with the rescue squad.

Alternatively, nothing could happen except the player being "stabilised", at which point the timer would end and the battle could continue. This is my preferred option and probably the eaisest to implement.

Either way, post battle, the player should require a hospital visit.

This has the advantage of being a hassle the player wants to avoid, but not crippling and in and of itself a fun challenge (the more the player risks themselves, the more challenging the rescue). It will also be really easy to deal with if the player HASN'T overextended theirself - embedded within the lines, already in recovery radius of one of their units, all the player must do when they die is order one unit to act, and then they could carry on the battle. Thus, lucky shots would not be too crippling for a sensible player.

If the player is on a low-ground hillside sloping towards an embedded enemy... well, expect to lose some men in your rescue.

The final advantage of this is increased value and ivestment in top-tier units, and more interesting officers - at the start of the game, for instance, this system makes the FCA Rangers commander an integral character who might have his own moments of heroism.

What happens if the rescue fails - the battle is lost or the time limit runs out?
Well, I have a few options depending on how you want to balance it.
-A lot of money can be paid to ransom the player?
-The companion or squad leader can become the new player character, with all the player's XP and kit lost?
-Game over?
i totally support this idea !!!
no body hopping or respawn solution please, there are already enough generic arcade FPS titles out there.
being able to change bodys or respawn every time you lose all of your health very much reduces the thrill to nearing 0 since a life is much more valuable when you only have 1.
osuepo 2018 年 3 月 12 日 下午 12:00 
manual prisoner execution pls
Xcorps 2018 年 3 月 12 日 下午 2:58 
引用自 osuepo
manual prisoner execution pls

What in the world would that possibly add to the game?
m1garandownsyou 2018 年 3 月 17 日 上午 12:30 
引用自 osuepo
manual prisoner execution pls
that is already in the game, unless you want to actually execute kneeling prisoners using ingame models and shooting a pistol with left-click. reminds me of che guevara
Xcombat2013 2018 年 3 月 17 日 上午 7:17 
I rather perfer A, as you are injuried not dead so it doesn't break Immersion to sugjest you Scream orders at your men whilest bleeding all over the ground.
Retro 2018 年 3 月 20 日 下午 7:53 
you know solid sounf effects can make a game so beautiful if they ace that down, the sound of war, the sound of your men getting hit....basically - Saving private ryans scene ...the sounds/the screaming all of it was so beautifully done.
Catgirl Chilis 2018 年 3 月 20 日 下午 8:45 
I like the idea of it being an option that you can toggle. It would add a lot of customization to how you want to play the game.
Cavemanner 2018 年 4 月 1 日 下午 10:51 
引用自 Ali Silcox
How would people feel about a rescue system?

What I mean is this:
A lucky shot ending a game or severely disadvantaging a player is something that would realistically happen IRL, becuase gunshot wounds are nasty. However, we can't allow it here because it wouldnt be fun.

However, we have to punish the player with more challenge for not playing carefully. Therefore, I suggest the following:

-If the player has no compainions or high-enough tier squads with living commanders, the current system happens (your troops advance without you, rescue you and withdraw, with moderate casualities and no victory).
-If the player has living companions or elite squad leaders, control switches to them in order of their XP. A timer (2-4mins? setting-variable?) starts at the player's body, and a unit must move to the player, a button be pressed, and then they either retreat, allowing the player's body to be removed and treated, or they "stabilise" the player in-situ, ending the timer successfully. The battle can then continue. Alternatively, the second in command the player is playing as can win the battle within the time limit, effectively securing the injured player.

The second in command would have all the abilities of the player, but the additional responsibility of recovering the player's body.

Ideally, carrying of the body would be animated, but failing that the player could be resurrected as an immortal NPC and withdraw with the rescue squad.

Alternatively, nothing could happen except the player being "stabilised", at which point the timer would end and the battle could continue. This is my preferred option and probably the eaisest to implement.

Either way, post battle, the player should require a hospital visit.

This has the advantage of being a hassle the player wants to avoid, but not crippling and in and of itself a fun challenge (the more the player risks themselves, the more challenging the rescue). It will also be really easy to deal with if the player HASN'T overextended theirself - embedded within the lines, already in recovery radius of one of their units, all the player must do when they die is order one unit to act, and then they could carry on the battle. Thus, lucky shots would not be too crippling for a sensible player.

If the player is on a low-ground hillside sloping towards an embedded enemy... well, expect to lose some men in your rescue.

The final advantage of this is increased value and ivestment in top-tier units, and more interesting officers - at the start of the game, for instance, this system makes the FCA Rangers commander an integral character who might have his own moments of heroism.

What happens if the rescue fails - the battle is lost or the time limit runs out?
Well, I have a few options depending on how you want to balance it.
-A lot of money can be paid to ransom the player?
-The companion or squad leader can become the new player character, with all the player's XP and kit lost?
-Game over?

Love it love it love it. It makes me so happy that such a small, "bad" (for the moment!) game is inspiring people to really consider game mechanics and the consequences of introducing new ones!
EAGLE 2018 年 4 月 2 日 下午 12:25 
引用自 Oscar.Saviour
How about getting control of another soldier and the main effort changes from engaging the enemy to a casevac/ extraction where you have to retrieve the body of the player and withdraw under fire/break contact to a different area of the map (marked by a different circle a couple of hundred meters away).

Would shake up gameplay, immersion, require an ineresring change tactics and increase the sense of urgency.

So far I only had to withdraw from a contact in one engagement after half my squads fled. The fire and withdraw manouvers with the remaining squads under contact was ♥♥♥♥♥♥♥ intense


like this Idea, good balance possible with this.
yer251627 2018 年 4 月 3 日 上午 12:10 
Why not do both sojust have a toggle button to do it
Spacewolf88 2018 年 4 月 5 日 下午 8:48 
You could have it where you Switch to your compainions while they are on the field, like your Second in command taking control in the event the Commander is unable to lead.
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发帖日期: 2018 年 2 月 1 日 下午 3:06
回复数: 194