Spring:1944 dev and testing - Page 40

Spring:1944 dev and testing

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

I agree that a hard limit is poor in that regard. We'll see what we can do. The idea behind limiting them in the first place is that one of the tactics that arose in the current public alpha release was simply building 5-10 barracks and leaving them on repeat-spam towards the enemy. which 1) chokes the game with pathfinding drag and 2) takes little to no thought, turning the game into a contest of who can build more barracks in the shortest amount of time.

This may no longer be quite so effective with suppression implemented, but the CPU drag of pathfinding with 200-300+ infantry per side is still very large.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

I do remember the Spaem Wars of the early years of the Nazi regime, and I fully agree with the initial reasoning behind the hard limit.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Also, while the British have a number of disadvantages in the current release and are easily the most difficult side to play as, I feel that this is fair in the larger context. Their Navy will probably be baseline, their Air should be effective...

In short, while people may fairly complain that they are underpowered in the current release, it is my opinion that nothing needs be done to change them. I rather enjoy the difficulty of using the current units effectively.

Oh, and a load screen warning people that they need to manually rotate their area denial MG gunners would be useful. Neither Felix nor I were aware of this fact.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

Have british troops been nerfed/others brought up to spec?

Strong infantry, AEC, and 17pdr/Firefly means that brits do have some strong points. Why particularly do you feel they are underpowered? And compared to which other sides in particular?
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

Virtually all the testers agree that the Brits seem underpowered, and after playing them for a while, I am the dissenting voice. I'm trying to tell you that you don't need to worry about them - they're fine, but they require a lot of skill and awareness right now.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

How odd. If anything, I'd expect complaints about the US. (i did notice that in that 4 way game noone picked US)
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

We had a four player where each person was a different side, but the person who would probably play US is PressureLine, and he is still experimenting. Felix favours Germany, I've been practicing Britain. Tombom favours the Soviets, he always has.
User avatar
Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Last night's testing notes:
**Kubelwagen can't transport anything.
**German AA gun can't be transported by anything.
**There's something wonky with the energy economy. I was e-stalling at something like +45 -160 at one point and it seemed like all of my stuff was firing and moving fine.
User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

part of that is the way spring handles energy deficits. for example, if you have 10 energy, and a weapon costs 200 energy to fire - it'll still fire when you have 10 energy.

which is rather frustrating, to say the least.


The british infantry are probably slightly less powerful than they should be, but not much. the powerful AEC in the light veh yard and the excellent 25pdr make up for a lot in the lite build.

Something very much does need to be done about 1) german HQs being ridiculously hard to kill and 2) soviet armor access being twice as fast as everybody else. The fact that tombom had T-34-85s in that game before felix and PL even had sdkfz 250s is just silly. If PL had been even a little less on-the-ball with his fausts, it would have been a rather quick game because of that armor appearing so soon.

If I have time tonight I'm going to scale down energy again, storage-wise, and probably make them rather harder to build so spamming 50 of them makes less sense.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

I can't test tonight, lads, and I apologize.

Do you have control over how the HQ gains experience? A huge factor is that, unknown to me, the HQ gains more health from experience through killing infantry than the infantry can deal to it, with the exception of Mortar units. I thought that with proximity the soldiers should use grenades which would have more effect, but I overestimated that severely.

If you reduced the rate at which it gained experience by half or even seventy five percent, I think it might work out better.

As for the Soviets, you're just going to have to increase cost or buildtime, either for the factory or the units themselves. It was ridiculous.
User avatar
Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

This old thread by Argh contains similar discussion to our issues with economy.

What I don't get is why our weapons fire without energy when they're supposed to require energy. TA-type mods don't have this problem... if you have no energy your LLTs don't fire, or only fire very rarely; Big Berthas won't fire unless you have X amount of energy stored up.
User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

they do draw down energy when they fire, but only as long as there's energy to withdraw.

the main difference between our setup and TA-style mods is that in TA-style mods you almost always have something building (which uses energy), while we don't have that added stress on the energy econ.
User avatar
1v0ry_k1ng
Posts: 4656
Joined: 10 Mar 2006, 10:24

Post by 1v0ry_k1ng »

firstly, infatry quantities are fine, the game is designed for 1000/1000 on decent sized maps to player ratio

also, i had this idea that the old and new tanks should be split up, ie, t60 and t70, t3476 n t3485 since the latter is so much better in every way. so you'd have light vehicles, guns, obselete armour, up to date armour. (kind of representing that as the war gets bigger, priority of your battle goes up and you recieve new designs of armour from factories rather than stashes of old tanks), since light and heavy tanks shouldnt be seperated by tech tree but by their uses and cost etc, but a 'better' version of tanks should require teching to acsess..
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

You're not going to get any battle with infantry which actually occurred during the war with only three infantry producing structures.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

You're not going to have any soldier in the war who magically materialized in the middle of his barracks, either. :\
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

We assume, actually, that they're getting dressed in the barracks.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

neddiedrow wrote:We assume, actually, that they're getting dressed in the barracks.
I demand build anims
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

FLOZi wrote:
neddiedrow wrote:We assume, actually, that they're getting dressed in the barracks.
I demand build anims
PressureLine might be able to do that.
User avatar
Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

needs more feedback on the energy econ. and general balance.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

I'll rebuild the SVN after this horrible quiz... I've only read about 700 of the 1300 pages assigned, so we shall see...
Post Reply

Return to “Game Development”