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the_Fifth_Horseman
05-03-2011, 16:26
Hey there.
I've noticed that pretty much everyone has their own approach to just what kind of gameplay model AA2 should use. How about we try to get this sorted out first?

The missions:
* Simpler boardgame-styled mechanics for faster gameplay (like we have now)
OR
* Complex mechanics for more realistic, but harder to learn gameplay

"Base" management:
* Simpler for more focus on missions
OR
* More micro-management, giving more control to the player

Main campaign:
* Non-linear, with plenty of freedom for the player
OR
* Less confusing but much more linear

Niklas
05-03-2011, 18:08
Interesting poll Horseman. I will not vote on this one but observe the results instead. :) And since I don't want to press "Watch results" every time I vote on each one. :D

EDIT: Added a note about if on on Teardown's Facebook page to give it a bit more attention for those not in here every day.

Dark Hunter
05-03-2011, 18:10
The missions: I think that the player shouldn’t be given a really massive leap in game play between AA1 and AA2. If any of you played dawn of war there is a big difference between DOW and DOW2, one minute your controlling massive army’s then, it’s just micro management. Too big a leap, yes try new mechanics but don’t make too big a leap or the players will be lost.

"Base" management: Give more control to the player (for the campaign), make every battle have purpose but don’t overdo it or you’ll turn the game into an RTS (not that I hate them or anything). Just have basic troop garrisons where every game month you get x more recruits and stuff like that, don’t make it so people have to pay energy to build a ‘Great Library’ inside their battleship to unlock Librarians, for example.

Main campaign: Non linear, definitely, everyone likes games when actions have consequences, just if you do put in a difficulty changer (the game is hard and as fun as it may be it may get annoying that you keep getting defeated due to those evil, evil aliens! For the sake of modders I think it would be best to leave open a linear option.

Dark Hunter
05-08-2011, 15:52
Sorry, I kind of missed the massive box at the top of the screen,:lol: voting now...

Niklas
05-09-2011, 08:38
What it looks like now is that micro management and the linear missions are out the window. Something we really will take in consideration when making AA2.

Shadow-Cab
02-21-2012, 16:42
That’s very hard to answer just by a poll !

The missions:
* Simpler boardgame-styled mechanics for faster gameplay (like we have now)
OR
* Complex mechanics for more realistic, but harder to learn gameplay

At this, my opinion is, that the board-style mechanism is, what makes the spirit of that
kind of turn-based-games – easy to learn, simple to calculate (4 AP + 1-6 CPs on own turn
& 6 AP for enemy), so fast to get started.
Disadvantage is that some thinks are not possible in the missions for example like:
- operate computer to seal specified doors on map
- operate object to activate another
That means – it misses the kind of a trigger action linked to another event activated by the trigger or to make a logical link of mission targets (if … than …/ and / or - logics) .
So if complex mechanics would mean this, that would be very welcome.


"Base" management:
* Simpler for more focus on missions
OR
* More micro-management, giving more control to the player

Base-Management should be an addition to the games possibilities but not get to intense to the gameplay – that would drift to far from the basic idea of the game – no ?
The high interest in the game is – so my thoughts – that you can start quick in a mission, have
some interest in advance of your squad members (optical aspects and/or ability advance +1)
the addition of a easy to use editor to create your own missions and campaigns –
so this all results in a quick and interesting gameflow.

Main campaign:
* Non-linear, with plenty of freedom for the player
OR
* Less confusing but much more linear

By the descriptions from Niklas I think that is already on a good way –
a Galaxy-map to free choice where to go and fight, combined with missions or (straight) campaigns to go trough and the choice of quickstart-missions – reads perfect.

Considering to have a kind of rooster to select your team to go on the missions would be perfect, too.
In AA we have the possibility to select the squad – but not the positioning of the single soldier itself inside it’s squad.
For example in the training missions mostly the soldiers 1 / 6 later 1&2 / 6&7 get promoted by choosing the proper squad.
There it would be perfect to set the soldiers into the squad by getting the choice of positioning them so they could fill the roll they should play at best affords (I think Niklas mentioned something like troop-management before ?).
So like – soldier with most missions an best results get first place – also known for the Sgt.
A trooper with good melee affinity gets the position that may be a good CC-pos.
A trooper with good shooting ability – go for the pos. on which a VC may be of fortune and so on or just to give them the chance of getting to an equal amount of missions and therefore
a equal qualification to achieve the “bonus” on rank.

So in the editor there is still the setting of the soldier spawn by the number equal to the position in the squad itself, but by squad-setup the choice is for the player to consider how to make the best of it’s team - especially in missions where you can setup nearly all that may lead to a success in mission.

So far – I hope my English isn’t to bad to understand. :S

Greetings
Cab

CATAFRACTO
02-21-2012, 17:52
Good points, Cab.

Personally I've voted for the boardgame-like version. There are lots of things that can expand the game, but it still should be Alien Assault, don't you think? :knowledge:

In my opinion, the most important points should be to stick to the missions (as others have said before) and also avoid micro-management. I mean, there wasn't any management earlier. As there will be something of this in AA2, keep it easy in order to let us play the same game.


Main campaign: Non linear, definitely, everyone likes games when actions have consequences, just if you do put in a difficulty changer
Difficulty changer is a must be.


For the sake of modders I think it would be best to leave open a linear option.
I don't know if this is the only way to do it. In any case, helping modders is mandatory to expand the game.

Shadow-Cab
02-21-2012, 21:06
...

Personally I've voted for the boardgame-like version. There are lots of things that can expand the game, but it still should be Alien Assault, don't you think? :knowledge:

Yep - that's it ! For example I knew a lot of boardgames - but not one at least, that comes up to the level of intense as the original - even with it's different editions and the little rule changes within.



In my opinion, the most important points should be to stick to the missions (as others have said before) and also avoid micro-management. I mean, there wasn't any management earlier. As there will be something of this in AA2, keep it easy in order to let us play the same game.


I agree about "micro-management", I also see the intention in the statements of Niklas to push the limit of the game a bit further.
As I first read his post (Official AA2 design document - Menu (http://www.teardown.se/forum/showpost.php?p=17973&postcount=1))
I thought "wow, great !" - but than it comes to my mind, that reads like a complete differnt game to be honest. I belive they can make it, truely !
Maybe it would become something like the old X-Com series or maybe a bit like Chaos-Gate.

For me, AA is a lot of fun, cause I love the Original that it was once proposed to be and because I could do a quick game with it when having sparetime or run a whole campain - and that's the real fascinating point of it I think.


As mentioned earlier, I wouldn't leave the basic way of the original too far - but some thinks seem absolut usefull as there are
- triggers and chain-links for missions objectives (we already have those in the boardgame, too - but I must admit a lot of houserules occure due to the time we play it !)
- troop management - not in a micro way , only a general one like squad setup for the soldiers from a rooster into the positions on the squad (maybe up to 4 squads for larger missions ... I know I go crazy :w00t: with such things ! :drool: )

But all in the whole, this all is in the mood of the developers. :thumbsup:
I am very anxious to see what will come in AA2.

Greetings
Cab

CATAFRACTO
02-21-2012, 21:19
We completely agree.



As I first read his post (Official AA2 design document - Menu) I thought "wow, great !" - but than it comes to my mind, that reads like a complete differnt game to be honest. I belive they can make it, truely !
Maybe it would become something like the old X-Com series or maybe a bit like Chaos-Gate. :sick:

This paragraph should be read as "Danger! Please don't kill Alien Assault!" :knowledge:

the_Fifth_Horseman
02-22-2012, 00:12
but than it comes to my mind, that reads like a complete differnt game to be honest. I belive they can make it, truely !The sequel will add large-scale strategy to the game, but the missions will still be the primary element of the gameplay.
Our intent is not to change the game beyond recognition, but to take the original concept and mechanics and expand on them while still keeping them recognizable.
Some changes may seem to extremely diverge from the original but are actually just a different route to the same end result - like the weapon mechanics, where the goal is to have the same (or very close) performance but also make give the modders as much free reign as possible.
At any rate, most of what we have so far are wild speculations and brainstorming about what might be (and that can get very weird at times) rather than what will be. When the development gets into full gear we'll likely test some of the less insane ideas and see what actually makes it in.

Niklas
02-22-2012, 08:22
So if complex mechanics would mean this, that would be very welcome.In AA1 we had one objective on each mission. To most logical step to improve the gameplay in AA2 would be to have a primary and an optional secondary objective which some missions have and some don't. You need to finish the primary objective but if you finish the secondary you get something extra. What that extra is we don't know...yet.

Base-Management should be an addition to the games possibilities but not get to intense to the gameplay – that would drift to far from the basic idea of the game – no ?Correct. The base/soldier management will not be the biggest part of the game but the most refreshing part of AA2 compared with AA1. You could say that it basically expand the squad selection menu and the campaign/mission selection menu and making that into a game. And if you do not like it you can simply ignore it and just play the game as you did in AA1 by launching a specific mission. Same as in the Space Hulk games made by Electronic Arts for the Amiga/PC.

And to sum up the concerns: I will NOT release a game that is not a worthy sequel to Alien Assault 1. This will be an Alien Assault game, just with more depth to it making it interesting to play it every day instead of few times a week. The new parts will not be so complex and time consuming that the actual ingame strategy part is neglected. You will still put a majority of your game time moving soldiers around narrow corridors to hunt down the swarm!

Finally, thanks for all your feedback and concerns! Just shows how much you love our game...and we love you just as much for doing that. :77
We will not forget about your suggestions and requests. We might not be able to please you all in every area but we will make Alien Assault 2 together and make it an awesome game!

CATAFRACTO
02-22-2012, 08:37
I really feel I'm in your debt, so a big thanks to you, Teardown. :77

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