Re: Tiberium vs BF2142, or mistakes you can avoid from a similar project
Hi everyone,
Been a long-time 2142 player, am new to the C&C universe, but am VERY excited about Tiberium. A squad-based, online multi-player, sci-fi/ futuristic, combat style FPS is something that I think the market is sorely lacking. The vast majority of the latest greta games seem to be geared towards single-player, and to me that is a mistake. BF style multi-player action is where the true gaming high is, when it is pulled of correctly.
I think this is a great thread, BTW, and I hope that discussions like this are indeed taken seriously by the devs as these posts are written by none other than the end user (paying customer). So cheers to the devs for chiming in here :-)
If I may post a few pitfalls to avoid I have some that I have taken from 2142, and some from Quake Wars.
Mistakes from 2142
- Jumping: Jumping in 2142 is nowhere near realistic and only leads to bunny-hopping. Bunny-hopping, despite disabling the player's ability to shoot mid-hop, creates a distracting and often rediculous gameplay experience. New FPS games should eliminate the jump function and instead use a "grab" or "move over" function instead whereby the player presses a key to activate a special "move over" move to get over railings, bannisters, etc. This move would only be active when the player is in close proximity to the object, of course.
- Players Per Map: Most of the maps in 2142 can feature up to 64 players (the game's max). Some of the maps like Verdun and Tampa can easily handle 64 player battles. Other smaller maps like Camp Gibralter just become pointless frag-fests with 64 players. I think smaller, infintry oriented maps should have a certain cap or max number of players allowed.
Mistakes from Quake Wars
- FPS Cap: Capping the FPS at 30 just makes zero sense. It just makes th gameplay experience choppy and sluggish. This would be a deal-breaker for me. In other words if Tiberium had a capped FPS then I would probably not buy it.
- VOIP: When QW was released it did not have VOIP. How a multi-player online FPS cannot have VOIP is beyond me. The way 2142 handles VOIP is brilliant and is a MUST HAVE for any game of its style. Communicating on the battlefield takes VOIP plus Commo Rose, so both should be implemented at release.
- Speed/ Sprinting: OK, how can you run forever and not get tired? and sprint at that? Sorry but that just does not feel like a combat game. It feels more like an arcade game, and hopefully players will get tired in Tiberium to add a little more realism. I think running at a more realistic jogging pace also leads to more of a tactical gaming experience rather than a run-n-gun shooting fest.
Hi everyone,
Been a long-time 2142 player, am new to the C&C universe, but am VERY excited about Tiberium. A squad-based, online multi-player, sci-fi/ futuristic, combat style FPS is something that I think the market is sorely lacking. The vast majority of the latest greta games seem to be geared towards single-player, and to me that is a mistake. BF style multi-player action is where the true gaming high is, when it is pulled of correctly.
I think this is a great thread, BTW, and I hope that discussions like this are indeed taken seriously by the devs as these posts are written by none other than the end user (paying customer). So cheers to the devs for chiming in here :-)
If I may post a few pitfalls to avoid I have some that I have taken from 2142, and some from Quake Wars.
Mistakes from 2142
- Jumping: Jumping in 2142 is nowhere near realistic and only leads to bunny-hopping. Bunny-hopping, despite disabling the player's ability to shoot mid-hop, creates a distracting and often rediculous gameplay experience. New FPS games should eliminate the jump function and instead use a "grab" or "move over" function instead whereby the player presses a key to activate a special "move over" move to get over railings, bannisters, etc. This move would only be active when the player is in close proximity to the object, of course.
- Players Per Map: Most of the maps in 2142 can feature up to 64 players (the game's max). Some of the maps like Verdun and Tampa can easily handle 64 player battles. Other smaller maps like Camp Gibralter just become pointless frag-fests with 64 players. I think smaller, infintry oriented maps should have a certain cap or max number of players allowed.
Mistakes from Quake Wars
- FPS Cap: Capping the FPS at 30 just makes zero sense. It just makes th gameplay experience choppy and sluggish. This would be a deal-breaker for me. In other words if Tiberium had a capped FPS then I would probably not buy it.
- VOIP: When QW was released it did not have VOIP. How a multi-player online FPS cannot have VOIP is beyond me. The way 2142 handles VOIP is brilliant and is a MUST HAVE for any game of its style. Communicating on the battlefield takes VOIP plus Commo Rose, so both should be implemented at release.
- Speed/ Sprinting: OK, how can you run forever and not get tired? and sprint at that? Sorry but that just does not feel like a combat game. It feels more like an arcade game, and hopefully players will get tired in Tiberium to add a little more realism. I think running at a more realistic jogging pace also leads to more of a tactical gaming experience rather than a run-n-gun shooting fest.
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