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Old 09-15-2005, 02:51 AM   #1 (permalink)

 
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slow gameplay?

Is it possible to play this game slowly?

GR, CS, BF2, JO... while offering plenty of action at times, they all offer something to TG players who likes to sit back, wait for the enemy to come, and generally take things slowly.

Does this game demand speed in its play style, or is it possible to slow it down without having your pace set completely by the oncoming opposition?
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Old 09-15-2005, 03:07 AM   #2 (permalink)


 
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Re: slow gameplay?

I imagine there could be times where action is slow while the attacking team readies its attack, but because of the spawn system a team must quickly capitalize on opportunities as they become available.

I think the situation should dictate the pace of the game. Certainly players should take the time to let their team respawn and plan another attack, but there are times where sending wave after wave of attack will be necessary to keep the opponent from regaining/solidifying a position.


Another point: slow play will give hackers too much time to do their work in cyberspace. Frequent assassination attempts must be launched to prevent a hacker from activating map elements. (ie doors, spawn points, turrets)
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Old 09-15-2005, 05:05 AM   #3 (permalink)
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Re: slow gameplay?

I have never been in a situation where the action slows down, EXCEPT for guarding the dock spawn as a corp. As a punk there is NEVER a moments rest.
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Old 09-15-2005, 08:38 AM   #4 (permalink)




 
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Re: slow gameplay?

Thus far, no.

With three objectives and 20 minute rounds, Punks can't afford to spend the first three minutes in spawn discussiong how they're going to split up and cover the south door or whatever. Not that they CAN'T or SHOULDN'T have a plan like that; it's just not something that can be adequately discussed while the game clock is rolling.

In the dev interview, they stated that one of their goals from the outset was to create a game that rewarded aggressive gameplay, and I think they've succeeded with that quite well.
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Old 09-15-2005, 09:07 AM   #5 (permalink)
 
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Re: slow gameplay?

Short answer: no
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Old 09-15-2005, 09:32 AM   #6 (permalink)
 
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Re: slow gameplay?

This game rewards aggression.
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Old 09-15-2005, 10:55 AM   #7 (permalink)
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Re: slow gameplay?

Pokerface for the win, again.
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Old 09-15-2005, 11:22 AM   #8 (permalink)
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Re: slow gameplay?

The game should reward aggression, simply because of the slew of games that do not.

I like the fast paced action, I'm sure there is a way to slow down combat for an individual, based on what kind of implants and weapons you have, but as far as the whole team, ESPECIALLY the punks, slowing down to strategize will only hurt the team.

You are going to have develop strategies on the fly, and that just doesn't mean where to attack and when to attack, its also important that your players have different implants so you can maximize the effiency of your team.
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Old 09-15-2005, 01:13 PM   #9 (permalink)
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Re: slow gameplay?

Quote:
Originally Posted by FireWater
The game should reward aggression, simply because of the slew of games that do not.
An interesting point. Good on pointing that out.
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Old 09-15-2005, 03:22 PM   #10 (permalink)
 
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Re: slow gameplay?

If anything, maybe you should consider elongating the spawn time in the begining of the map (currently 30 seconds to allow for weapon selections) to allow for early game strategy. Everything beyond that is going to be chaotic, on the fly, battlefield strategy, which the few exceptions being that when the majority of your team dies and you have 30 second spawn que, you can whip up something quick. Because this is a constant respawn objective based game, where your objectives are relatively close to your spawn (unlike NS) the action and decision making are going to be somewhat less fast-paced.

Another thing to maybe look at doing is an amx_vote plugin or something early in the game to select from the list of current players somebody responsible for deciding strategy, since there is nothing in-game (like the bomb carrier) to pick for you. Just some thoughts.
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Old 09-15-2005, 03:29 PM   #11 (permalink)


 
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Re: slow gameplay?

Quote:
Originally Posted by Spyder
Another thing to maybe look at doing is an amx_vote plugin or something early in the game to select from the list of current players somebody responsible for deciding strategy, since there is nothing in-game (like the bomb carrier) to pick for you. Just some thoughts.

It occured to me that perhaps whichever hacker is currently in cyberspace should be shouting out orders. The hacker has control of the strategic elements, and should direct the team to take advantage of them as he makes them available.
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Old 09-15-2005, 03:57 PM   #12 (permalink)




 
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Re: slow gameplay?

Quote:
Originally Posted by kormendi
It occured to me that perhaps whichever hacker is currently in cyberspace should be shouting out orders. The hacker has control of the strategic elements, and should direct the team to take advantage of them as he makes them available.
Maybe, but the hacker also isn't getting shot at (generally). I can hack the north door, but if there are six Corps there, directing the team there ain't so hot.
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Old 09-15-2005, 04:19 PM   #13 (permalink)
 
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Re: slow gameplay?

The other side of that is that the hacker has no idea what the entire enemy team is doing once he's in cyberspace. In this I feel that the hacker is important, but he needs to field the information about what he's got done to somebody else who is in a better position to know what to do with/about it.
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Old 09-15-2005, 04:52 PM   #14 (permalink)
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Re: slow gameplay?

Quote:
Originally Posted by Pokerface
Maybe, but the hacker also isn't getting shot at (generally). I can hack the north door, but if there are six Corps there, directing the team there ain't so hot.
That is the major flaw in that plan indeed.

If the Decker can't see into the rooms to see what's going on, where people are etc, he shouldn't be directing people into a trap.

Perhaps a vote by the team at the beginning of every game?
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Old 09-15-2005, 04:56 PM   #15 (permalink)




 
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Re: slow gameplay?

Quote:
Originally Posted by AzzMan
That is the major flaw in that plan indeed.

If the Decker can't see into the rooms to see what's going on, where people are etc, he shouldn't be directing people into a trap.

Perhaps a vote by the team at the beginning of every game?
Meh. Cyberspace ain't that big. A general on the ground should be making choices, and the hacker responds; the run from one node to the other isn't a long one.
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