Mmog's And What To Expect.
Posted: Wed Nov 19, 2003 4:24 pm
Good and wellthought post, Duma.
Because I, and a lot of the people I play regularly online with, came into the onlinegame market because of simulations like Warbirds or it's predecessors it was the other way with me. Online because playing a sim with and against others provides more fun. As the provider of Warbirds in Germany stopped service I took a glance over the border of onlinesimulationgames and tried a few MMORPGs the last years. I didn't played the 'big ones' Ultima Online or Everquest though, only a bit Shadowbane and some others I forgot, but the turnbased or 3rdperson style isn't the way I like to play this type of games (besides that I prefer 'modern' environments over fantasy) so I tried and stayed in Neocron, even it has some flaws.
Tesseraction has to balance double, because there are planned two online modes. A battle mode for the quick battle and a warmode, maybe with more realistic settings, in which ships travel realtime and stay ingame even if the player logs out At least in the last mode ships have to be build from supplies and according to the build capacities of the country and probably larger ships are only given to playergroups, partly to ensure a higher probability for a player to be online as I guess. Playing a career at the wargameserver a powergamer has not such much advantages over the casual player because he still is limited to the speed of his ship and I hope the performance of the whole taskforce dependents the rankrating of every single player after returning to port.
There is a need for a minimum runningdistance until the torpedo is sharpened, so the sub has to get itself into a firing position first instead simply firing a torp which hits and explodes a few meters after leaving the tube (which would damage the sub too) and a better chance for the destroyer to spot and evade it. Destroyer vs sub is the fight between time, speed and maneuvreability as the advantage of the destroyer against the visibilityadvantage of the sub. With the new damagemodel the damagerange of the waterbombs could enlarged a bit and the effectiveness of the torpedos increased a bit, but on the whole this has to be based on the experiences made in the beta.
Because I, and a lot of the people I play regularly online with, came into the onlinegame market because of simulations like Warbirds or it's predecessors it was the other way with me. Online because playing a sim with and against others provides more fun. As the provider of Warbirds in Germany stopped service I took a glance over the border of onlinesimulationgames and tried a few MMORPGs the last years. I didn't played the 'big ones' Ultima Online or Everquest though, only a bit Shadowbane and some others I forgot, but the turnbased or 3rdperson style isn't the way I like to play this type of games (besides that I prefer 'modern' environments over fantasy) so I tried and stayed in Neocron, even it has some flaws.
Tesseraction has to balance double, because there are planned two online modes. A battle mode for the quick battle and a warmode, maybe with more realistic settings, in which ships travel realtime and stay ingame even if the player logs out At least in the last mode ships have to be build from supplies and according to the build capacities of the country and probably larger ships are only given to playergroups, partly to ensure a higher probability for a player to be online as I guess. Playing a career at the wargameserver a powergamer has not such much advantages over the casual player because he still is limited to the speed of his ship and I hope the performance of the whole taskforce dependents the rankrating of every single player after returning to port.
There is a need for a minimum runningdistance until the torpedo is sharpened, so the sub has to get itself into a firing position first instead simply firing a torp which hits and explodes a few meters after leaving the tube (which would damage the sub too) and a better chance for the destroyer to spot and evade it. Destroyer vs sub is the fight between time, speed and maneuvreability as the advantage of the destroyer against the visibilityadvantage of the sub. With the new damagemodel the damagerange of the waterbombs could enlarged a bit and the effectiveness of the torpedos increased a bit, but on the whole this has to be based on the experiences made in the beta.