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Posted

I've been fading in and out of sniper...errr subspace...err continuum for going on, -*BAD WORD*-, I can't remember. It's been through its highs and it's been through its lows but on the whole it's doing surprisingly well. I wouldn't have expected it to have this sort of longevity, especially in light of its dysmal prospects several years back.

 

Having recently explored several zones each with a number of unique games, I'd like to make a few comments, criticisms and suggestions. I don't expect many to read this, or at least not favorably, as boards this old always manage to accrue their share of reactionary pundits. Be that as it may, I have nothing to lose and probably nothing to gain as those developing the game are fairly bright and have had a long time to think about all things Continuum. So, onward I go...

 

Comments and criticisms:

 

1) If you're making a space combat zone with ships, please do not waste your time making rolling graphics for them. This is space, i.e. a reasonably good vacuum where aerodynamics need not apply. Part of the appeal and part of the practicality of Subspace can be be attributed to this basic concept. It offers interesting gameplay and extrapolating movement vectors lends itself to more accuracy, which is good for hiding the effects of latency.

 

2) While I encourage people to experiment with new designs, it's also important to keep in mind its basic !@#$%^&*umptions, which is related to the last point I made in comment #1 above. Keep rapid, quickly changing movements to a minimum if possible, and employ devices that further reduce low-latency dependence. While I believe this is important, it is interesting to point out that Trench Wars completely violates this suggestion with the quick thrust acceleration and pin-point projectiles that can destroy with a single hit. So perhaps I don't know what the -*BAD WORD*- I'm talking about.

 

3) Non-orthogonal angles aren't possible but I often see walls depicted as such. Seeing such a wall only to discover it doesn't behave like an angle violates our expectations. Don't show walls that the players will frequently interact with as angles, because they're not. Show them as stair-steps. Gameplay trumps superficial graphics.

 

4) Out of boredom or the desire to be different, more and more zones are starting to diverge from the basic space combat model, i.e. infantry clones, ball games, etc. That's their perogative but I believe the biggest draw will continue to be space combat.

 

Suggestions:

 

1) Improved physics and effects engine, i.e. non-orthogonal walls.

 

2) A more generic engine with fewer arbitrary limitations; think "universal 2D network game system".

 

3) Related to 2: larger map sizes (let's make it possible to do reasonable space trade/rogue games)

 

4) Inter-map portals (partially obviates the reasons for suggestion #3, but seamless maps are still more useful than non-seamless)

 

6) Extended graphics/tile/animation system

 

Thanks for reading.

Posted

I agree with everything you've said, except:

 

That's their perogative but I believe the biggest draw will continue to be space combat.

 

The biggest draw, or zone, right now is Trench Wars - which has a gameplay that isn't space combat.

 

It does seem somewhat futile for Continuum to compete graphics wise against current 3D games (eg 3D zones, Diablo 2 zones), however; gameplay wise, non space combat zones are and will continue to be vital to keeping SubSpace non-bland.

Posted

I dunno about number 2.

 

As somebody with dial up, I think the worst settings for me was SVS. Slow settings with every shot counting in the energy bar. The easiest would be OF, where I could dodge the slower one shot bombs. So, it seems you are correct on this point.

 

You are also correct in that zones should try to account for this. Many compensate by lowering lag limits, but that discourages people to play.

 

The only difference between our opinions is what should be done. You say that slower acceleration is the key. I think it should be moderate. First off for the sake of laggers so that it doesn't ruin their gameplay. Secondly for sake of skill, because too little acceleration and it becomes a shooting match.

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