Nukeproof
2nd Apr 2001, 12:38 PM
Hello Infiltration-team,
first of all I'd like to thank you for this fanatastic and unique mod! I'm already looking forward to 2.86, 2.9 3,0...
Let me share some of my impressions with you:
Deathmatch works fine, especially with maps like cuba_dawn, peru.. (2.8 why did you remove it in 2.85 ?).
Weaponhandling is close to perfect, there is no other game out there that gives you a more realistic feeling of handling a real gun.
The new breathing system is pretty cool and I really like the SIG especially with laser pointer attached.
Here are some suggestions / problems i recognized:
All the UT gametypes like CTF, Assault and Domination don't really work with infiltration too well.
This is obviously because of much more lethal weopons and the limitation of fast movement. Defending your flag is so much easier than in regular ut, and the long way back to your capture point in maps like border or extreme_prejudice don't really help to make a capture.(btw: where is that second flag in extr._prj.?)
It's the same thing with assault... attacking is real hard!
In all games I played (with even teams) captures were nearly impossible to the point were one of the teams ran out of reinforcement. And that's the point were the game starts to get boring (for both, those who are out and those who face no defense).
So in my opinion gameplay has to be tweaked.
Maybe scoring a capture when only grabbing the enemy flag could help...
For Assault it might be a good idea to limit the reiforcements of the defending team (while giving unlimited to the attackers).
As I read you are working on some kind of vehicle code... it could definitly strengthen the position of the attackers to give some sort of armed vehicle to them ...and it would be extremly cool ;-)
In your 2do charts you wrote that you are working on an advanced assault-mode with more complicated mission goals. I don't think that this will help to improve gameplay and teamwork. I'd rather think that the opposite -real simple mission goals- could help. When the goals are already that complicated, there is not much left for planing and tactics, because coordination is so difficult.
Just look at CS (I assume that you don't like beeing compared to CS, but it could help to explain what I mean). Missiongoals are real simple in CS, maps are rather small (compared to giants like extreme_prejudice), players play several rounds on the same map, but that is what it need to develop strategy and tactic. Most of the assault maps in original UT were already too complex, so the attacking team ended up searching the map for the last missiongoal. You get bored of it, before you know the map good enough to make good use of strategy and planing.
Infiltration could offer a lot more tactical depth than CS could, but it needs very good map & mission design, to make use of this potential.
A simple mission like defending some sort of castle (from inside) and the other team trying to enter that castle would put a stress much more on coordination, tactics...
Here are some more (easier to explain) ideas:
A lot of maps really need more respawn points to be usable in deathmatch. (for ex. extreme_prejudice, shooting_range, kosovo...) Right now it's just a huge masacre around the few resp. points.
Shotgun reloading is a mess rightnow: instead of reloading every single bullet manually, the reload button should start a complete reload, with the ablity to interrupt the procedure with the fire button (just like CS). In my eyes the reloading procedure is way to slow to make the shotgun usefull.
On the other hand the shotgun seems to be too precisely at distance.
The recoil effect doesn't seem perfect to me. Instead of just aiming higher after every shot, the aimpoint should althoug bounce a little more to the left/right.
I'm not an expert, but the aimpoint-attchment of the mp5 doesn't make too much sense to me right now, shouldn't the pointer work more like the one of the SIG? A handgun with laserpointer would be cool thing as well.
The bulk should have a bigger impact on the players moving speed.
The shootingrange doesn't work anymore (at least with the M16), the bullets don't leave any mark.
Behavior was really strange in 2.85 as well. At 100m nearly every shot hit the target, at 200m non of the bullets hit, even when lying prone, holding breath and aming little higher. This was true for M16, SIG plus scope and PS1. only the robar rifle managed to hit the target at distances greater than 100m. (or leave a sign on the target)
The map 'Kosovo' looks superb, but it is real slow, even on a fast machine and it seems to get slower and slower the longer you play it. My machine (TB900/GF2_64Pro/256MB ram) doesn't produce smooth framerates even at 640x480x16 (both d3d/oGL) after 5 minutes of playing.
In prone position the maximum turning speed should be reduced (to be realistic).
It would be a cool thing to be able to fine-adjust the duck-position (by getting closer to the ground/moving upward in little increments while not moving), to find best shelter behind any kind of cover.
When liying prone, beeing able to role from side to side might be a cooler movement instead of leanig left an right (which is pretty diffcult when lying on the ground)
Beeing able to give assistant fire when hiding behind cover (by staying in safe position, holding the gun over the head and firing without aiming exactly) would be another cool feature.
Bots seem to recognize a player too easily. Even at a low difficulty level, when hiding totally calm in a dark corner they shoot me from far distance. A human player has great difficulty to even find out where a shot came from.
The player should be able to switch off 'last man standing mode' in deathmatch.
I personally prefered the scoring system from 2.82 (points per hit, not per kill).
I would love to see more special equipment in Infiltration like Nightvision-goggles, mortar, Antitank-weapon, bodyprotection (that could bring a strategic component to gameplay, as you have to compromise between protection and movementspeed) and it would be fun to be able to set up a trap.
Beeing able to put up a big stationary machingun with the help of a teamate would be fun as well and could put stress on teamwork.
I read you are planing to implement different player classes. Maybe it would be fun to let the player choose between several physical soldier characters, with different moving speed, carrying and shooting ability...
It could also be interesting to give the player something else (beside weaponry) to spend money on. For example you could offer some sort of special trainig that improves aiming, moving speed, swimming etc. of your charcter to make cheap weapons more attractive to players. (It's a shame to make such an amount of fine weapon models, with 90% of the players just using 20% of them).
So enough for now, thanx a lot for your attention/patience and apologies for my little imperfect englisch and this huge list of wishes and critics, I love Infiltration even if you don't pay attention to any of my suggestions...
Andi
first of all I'd like to thank you for this fanatastic and unique mod! I'm already looking forward to 2.86, 2.9 3,0...
Let me share some of my impressions with you:
Deathmatch works fine, especially with maps like cuba_dawn, peru.. (2.8 why did you remove it in 2.85 ?).
Weaponhandling is close to perfect, there is no other game out there that gives you a more realistic feeling of handling a real gun.
The new breathing system is pretty cool and I really like the SIG especially with laser pointer attached.
Here are some suggestions / problems i recognized:
All the UT gametypes like CTF, Assault and Domination don't really work with infiltration too well.
This is obviously because of much more lethal weopons and the limitation of fast movement. Defending your flag is so much easier than in regular ut, and the long way back to your capture point in maps like border or extreme_prejudice don't really help to make a capture.(btw: where is that second flag in extr._prj.?)
It's the same thing with assault... attacking is real hard!
In all games I played (with even teams) captures were nearly impossible to the point were one of the teams ran out of reinforcement. And that's the point were the game starts to get boring (for both, those who are out and those who face no defense).
So in my opinion gameplay has to be tweaked.
Maybe scoring a capture when only grabbing the enemy flag could help...
For Assault it might be a good idea to limit the reiforcements of the defending team (while giving unlimited to the attackers).
As I read you are working on some kind of vehicle code... it could definitly strengthen the position of the attackers to give some sort of armed vehicle to them ...and it would be extremly cool ;-)
In your 2do charts you wrote that you are working on an advanced assault-mode with more complicated mission goals. I don't think that this will help to improve gameplay and teamwork. I'd rather think that the opposite -real simple mission goals- could help. When the goals are already that complicated, there is not much left for planing and tactics, because coordination is so difficult.
Just look at CS (I assume that you don't like beeing compared to CS, but it could help to explain what I mean). Missiongoals are real simple in CS, maps are rather small (compared to giants like extreme_prejudice), players play several rounds on the same map, but that is what it need to develop strategy and tactic. Most of the assault maps in original UT were already too complex, so the attacking team ended up searching the map for the last missiongoal. You get bored of it, before you know the map good enough to make good use of strategy and planing.
Infiltration could offer a lot more tactical depth than CS could, but it needs very good map & mission design, to make use of this potential.
A simple mission like defending some sort of castle (from inside) and the other team trying to enter that castle would put a stress much more on coordination, tactics...
Here are some more (easier to explain) ideas:
A lot of maps really need more respawn points to be usable in deathmatch. (for ex. extreme_prejudice, shooting_range, kosovo...) Right now it's just a huge masacre around the few resp. points.
Shotgun reloading is a mess rightnow: instead of reloading every single bullet manually, the reload button should start a complete reload, with the ablity to interrupt the procedure with the fire button (just like CS). In my eyes the reloading procedure is way to slow to make the shotgun usefull.
On the other hand the shotgun seems to be too precisely at distance.
The recoil effect doesn't seem perfect to me. Instead of just aiming higher after every shot, the aimpoint should althoug bounce a little more to the left/right.
I'm not an expert, but the aimpoint-attchment of the mp5 doesn't make too much sense to me right now, shouldn't the pointer work more like the one of the SIG? A handgun with laserpointer would be cool thing as well.
The bulk should have a bigger impact on the players moving speed.
The shootingrange doesn't work anymore (at least with the M16), the bullets don't leave any mark.
Behavior was really strange in 2.85 as well. At 100m nearly every shot hit the target, at 200m non of the bullets hit, even when lying prone, holding breath and aming little higher. This was true for M16, SIG plus scope and PS1. only the robar rifle managed to hit the target at distances greater than 100m. (or leave a sign on the target)
The map 'Kosovo' looks superb, but it is real slow, even on a fast machine and it seems to get slower and slower the longer you play it. My machine (TB900/GF2_64Pro/256MB ram) doesn't produce smooth framerates even at 640x480x16 (both d3d/oGL) after 5 minutes of playing.
In prone position the maximum turning speed should be reduced (to be realistic).
It would be a cool thing to be able to fine-adjust the duck-position (by getting closer to the ground/moving upward in little increments while not moving), to find best shelter behind any kind of cover.
When liying prone, beeing able to role from side to side might be a cooler movement instead of leanig left an right (which is pretty diffcult when lying on the ground)
Beeing able to give assistant fire when hiding behind cover (by staying in safe position, holding the gun over the head and firing without aiming exactly) would be another cool feature.
Bots seem to recognize a player too easily. Even at a low difficulty level, when hiding totally calm in a dark corner they shoot me from far distance. A human player has great difficulty to even find out where a shot came from.
The player should be able to switch off 'last man standing mode' in deathmatch.
I personally prefered the scoring system from 2.82 (points per hit, not per kill).
I would love to see more special equipment in Infiltration like Nightvision-goggles, mortar, Antitank-weapon, bodyprotection (that could bring a strategic component to gameplay, as you have to compromise between protection and movementspeed) and it would be fun to be able to set up a trap.
Beeing able to put up a big stationary machingun with the help of a teamate would be fun as well and could put stress on teamwork.
I read you are planing to implement different player classes. Maybe it would be fun to let the player choose between several physical soldier characters, with different moving speed, carrying and shooting ability...
It could also be interesting to give the player something else (beside weaponry) to spend money on. For example you could offer some sort of special trainig that improves aiming, moving speed, swimming etc. of your charcter to make cheap weapons more attractive to players. (It's a shame to make such an amount of fine weapon models, with 90% of the players just using 20% of them).
So enough for now, thanx a lot for your attention/patience and apologies for my little imperfect englisch and this huge list of wishes and critics, I love Infiltration even if you don't pay attention to any of my suggestions...
Andi