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f13.net General Forums => MMOG Discussion => Topic started by: schild on June 07, 2005, 11:57:26 PM



Title: Tactica Online from Imaginary Numbers
Post by: schild on June 07, 2005, 11:57:26 PM
How often do I post about a new MMOG with any sort of excitement? Not often.

How often does a new MMOG come out that's a turned based strategy? Never. Will, not yet at least.

I've read through the website, located here (http://www.tacticaonline.com), and I'm hoping someone who is more in the know on this subject can clue me in a bit.

I've been hard up for a TBS MMOG for a long time, and what I'm seeing, I like. There's something Magic: The Gathering about army building and the lack of class restrictions and other little bits give it a more arcadey feel than I would expect. Anyway, yea, I'm tired, but I'm posting this hoping all of you crazy cats can create some interesting discussion around this game.

Do you all want me to request an interview? Or maybe force the sneaky devs from Imaginary Numbers who read f13 to start posting?  :roll: I seeeeeeeeeeeeeeeee you.  :wink: Anyway, someone here went to E3 and saw this, I'm sure. Right? Ok. Going to sleep now.

Edit: Also, from the looks of the FAQ and Features sections, it doesn't look like they're aiming to do more than feasible, like say Mourning, or uhm, Roma Victor.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Dren on June 08, 2005, 08:33:34 AM
I have no insider poop, but that looks really fun.  It does look like a 3d Magic the Gathering type game and I'm all for that.  The skill point system looks very interesting.  The guild structure might actually be worthwhile to partake in if you can seriously pool resources and even trade characters to build up unique and powerful team depending on your strategies/tactics.

Even if the graphics were subpar, I'd be interested in this type of game.  I'm imagining playing a game of Magic where you can develop each card to be a specific type/power/comination all on their own.  Then, you combine each of those "cards" into a powerful "deck" with a specfic strategy in mind.

I'd be interested in the details of how they do turn based with multiplayer.  I'm guessing there will still be a timer on each turn to make sure the action progresses along.

I'm also guessing this will be a MMOG along the lines that GW is a MMOG.  There will be huge 3D chat rooms where people can set up tournaments or single matches through some other system of "matchmaking."  I'd be happy with that, but I'd be interested in the details here too.



Title: Re: Tactica Online from Imaginary Numbers
Post by: HaemishM on June 08, 2005, 08:38:14 AM
Yeah, this sounds like a Guild Wars type of situation, with hub areas where many people are, but with private areas where the combat takes place. I'd certainly be interested in this game, just on reading the FAQ. We need some TBS.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Soukyan on June 08, 2005, 09:13:33 AM
Looks quite interesting. They're using the Gamebryo engine (formerly NetImmerse) which is the same that DAoC uses. Ironically, they are also using the SpeedTree engine for their foliage (DAoC among others also uses this technology). So, what it appears is that they have a solid engine framework to build upon, what sounds like a solid gameplay plan and an enticing economic plan (for consumers). What remains is to find out what network technology they plan on using. Battle.net and Arena.net seem to have no problems. I would hope that they would use something similar to Guild Wars for content distribution - stream down more content as you play, dynamically load content as needed, stream new content while you play.

It definitely looks like something you should keep your eye on. An interview with them might be interesting closer to beta/release as they may be willing to expound more upon the game and provide more information once the game has solidified in implementation.


Title: Re: Tactica Online from Imaginary Numbers
Post by: WayAbvPar on June 08, 2005, 09:40:06 AM
Quote
No leveling up required before you can compete, and no treadmill you have to endure before you get to the good parts!   

You had me at no leveling up required...

It sounds pretty interesting. An interview would be cool. Holla at us if you get a time set up so we can feed you some questions.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Viin on June 08, 2005, 03:36:28 PM
There's a Q&A from MMORPG.COM (http://www.mmorpg.com/gamelist.cfm?setview=features&loadFeature=93&gameID=188&fp=1280,1024,1739980453) about this game:

Quote
In typical MMOs, players often become quite attached to their character as an individual. In single-player RPGs, players often become attached to a central character, while developing relationships with the other characters who join them. How do you believe the “group character” so to speak, of Tactica Online will impact player’s personal attachment to their characters and socialization within the game world?

Luke Carruthers:   

We do expect that players will treat most of their characters more like chess pieces than avatars though. They won’t form the same attachment to them, and it’s likely that it’s the external aspects of their persona – their rating, their titles, their impact upon the world around them – that will be important to them.

Players do have something of a central character though, which embodies them when they move around the shared areas of the game. They can customize this character to their hearts content, so their interaction with other players, and their participation in the game’s community, will be very similar to other online games, with the addition that there are lots of features – such as being able to teleport instantly to friends, wherever they are – specifically designed to enable you to play with the people you want to, when you want to.

Attachment to an avatar is often quoted as a reason players stay with a game long past the time they’ve ceased to enjoy it. We’d much rather they stayed around because they were still enjoying the game.

MMORPG.com reader Cridus wanted to know more about how terrain, formation and other factors will impact combat, as well as the level of technology present in your world. Will things like gunpowder be a part of Tactica Online?

Luke Carruthers:   

Muskets and black powder pistols are a component of every modern knight’s armory, and with the help of the alchemical sciences most guns can use much more than simple gunpowder to fire their bullets. A knight must be prepared for arcane mixtures that enable shot to explode on impact, or bullets that seek their targets like vengeful ghosts.

Similarly, while a simple soldier might not be expected to understand the use of terrain in warfare, the skilled tactician will make good use of factors such as water, cover, flanking, and fields of fire.

Don’t forget too, Tactica Online’s combat is all about skirmishes between small groups, and that rather than rough control of a group of units, you have total control over a unique group of individuals. There’s no “I should position my archers on the hillside so they have a longer range,” but instead “Johann, with his musket, should stick to the trees where he can take advantage of the cover to snipe at the enemy without being seen.”

Missions take place in darkened dungeons as often as open wilderness, city streets, the decks of a ship, or the hidden temples of a heretical sect, so there are different tactics suitable to different types of terrain, and different ways that one character might best be used on different maps.

My question is related to 'meaningful PvP', by that I mean, will we have player ran / controlled cities or capture points? Will their be quests that each of the factions come at from opposing angles? Such as perhaps the followers of faith wishing to protect a 'holy' relic, those of the magic path wish to use it as a spell focus, while those of the science wish to discover what makes it tick, etc. In short, will there be more to PvP than a simple 'because-you-can' mentality?

Luke Carruthers:   

Absolutely, the conflict between magic, science, and faith drives every level of the game, from individual missions to the overall story. Most missions have at least two angles to them – assassinate or protect the inventor, destroy the blasphemous tome or revel in the knowledge of the ancients – and in Tournaments an individual’s efforts make a direct difference on a major level to the game’s story.

The real meaning to PvP comes in the way that every single one of your victories contributes to the balance between the factions, though. The more successful you are, the more that the ongoing story will favor the faction your deeds support.

Being at the squad level, players don’t control cities, instead affecting the world in wider and more specific ways – enabling or preventing scientific discoveries, opening new lands for colonization or sinking ships before they leave the harbor. The path of history often hinges on the actions of a small group, and it is these actions that Tactica Online focuses on.

You often mention the need to re-educate fans about what Tactica is and how it is not simply another “MMORPG”, but almost a genre unto itself. Besides the obvious marketing hurdle, how do you intend to approach the dilema of this “re-education” so to speak and how it will impact new players when the game is live? Are you worried about the game being too foreign?

Luke Carruthers:   

We’re not so much concerned about the game being too foreign, as players thinking the game is one thing when it’s really another. That’s why we’re so adamant about not using the “MMO” label, it just conjures up assumptions that don’t apply.

While we combine different aspects of various genres, each individual piece of Tactica Online is already a well-respected gameplay mechanic in its own genre. Entrepreneurs often advocate innovating in only one direction at a time, and in that spirit we’ve taken the gameplay familiar from the squad-level turn-based games of the past, added the persistent world, story-driven missions, and constant updates from today’s traditional online RPG’s, and fueled it with the sort of combo system used in collectible card games. When combined they make something no one’s seen before, but each individual element is instantly recognizable to those familiar with the sort of game that inspired it.

Of course, it’s no small thing to try something that the market has a hard time classifying. The market is so crowded these days that unless you can get your message across simply, it’s hard for players to understand at a glance what sort of experience you can provide.

This is almost entirely a marketing issue. As soon as you sit down in front of the game, you get it, it’s easy to pick up – it’s just that it’s hard to describe in ten words or less. What do you do about this? You educate champions who in turn educate others, you encourage word of mouth, you put copious amounts of information on your web site, and you talk about it in interviews :)


Title: Re: Tactica Online from Imaginary Numbers
Post by: Luke on June 08, 2005, 07:01:06 PM
Hi guys,

Great to see the interest! Insofar as I can, I'm happy to answer questions and expand on what we're trying to do. Much of our thinking accords with views that people have expressed here in the past - this is a game for 50,000 players, not 500,000, for example; it's intended to provide a focused experience for a niche audience; it's aimed specifically at one of the weaknesses of existing online games, the repetitiveness of combat - and I'd be interested to hear what you all think about our approach.


Luke


Title: Re: Tactica Online from Imaginary Numbers
Post by: schild on June 08, 2005, 08:00:27 PM
You know, I think you're the first dev who managed to nail an opening in one of these forums. So uhm, congratulations and welcome to the boards.  :-D


Title: Re: Tactica Online from Imaginary Numbers
Post by: Trippy on June 08, 2005, 08:16:44 PM
Quote
You're able to compete with everyone else from the beginning, and there's no need to level up your characters just so you can see new content.

That doesn't mean characters don't grow or change, but that this change is focused more on flexibility and the clever mixing of skills and equipment to produce new and powerful combinations, rather than increasing your stats.
I'm not sure I buy into that "no leveling required" thing. That's like saying in Guild Wars you don't need to PvE to PvP since doing the PvE stuff just gives you more flexibility which while technically true is not true if you want to compete with everybody else who has done the PvE.

Quote
Every character in Tactica has a Point Value, and you can only take teams of characters totaling the Point Value of a particular mission or battle into that combat - if a mission has a limit of 400 points, you can only take 400 points worth of characters on it.
Point systems are extremely vulnerable to the min-maxers and balancing is very difficult. Fortunately this is an online game so changes can be made easily, at least, whereas in games like table-top minatures you are stuck with things until the next revision/edition is printed.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Daydreamer on June 08, 2005, 08:45:39 PM
Hi guys,

Great to see the interest! Insofar as I can, I'm happy to answer questions and expand on what we're trying to do. Much of our thinking accords with views that people have expressed here in the past - this is a game for 50,000 players, not 500,000, for example; it's intended to provide a focused experience for a niche audience; it's aimed specifically at one of the weaknesses of existing online games, the repetitiveness of combat - and I'd be interested to hear what you all think about our approach.


Luke

Curious question: There seems to be a number of SRPG fans here, which I find odd since they are so diametrically opposite freeroaming, almost action-RPG like MMOs that we also play. What are your favorite SRPGs and MMOs?  How did you come up with the idea for combining the two?


Title: Re: Tactica Online from Imaginary Numbers
Post by: tazelbain on June 08, 2005, 10:32:15 PM
I'll believe it when I see it.  A.net gave us the same song and dance and then put in the same tired treadmill in. I don't think MMOG developers are capable of not putting one in.  It's like they are bred and conditioned in a secret lab by Skinner himself.  And even if one developer manages to violated his programming, the Money Man is always standing by with a taser to enforce compliance.

Anyway, good luck number #6. 


Title: Re: Tactica Online from Imaginary Numbers
Post by: Hoax on June 08, 2005, 11:17:28 PM
I'm less concerned about whether there will be a grind, because there has to be at least some grind.  The point is, if the grinding involves player vrs player and your not just fodder till you get ub3r skills/units/items/whatevers its all good.  No matter what in any game that bears the rpg tag you WILL be improving your abilities.  Therefore you must start with less abilities.  The problem lies in the fact that in order to improve them you have to whack Ai around for a month + before you get to the part most gamers actually care about.


Also Trippy is dead on, point systems are almost immpossible to balance with fixed unit stats and limited upgrades (see: the Eldar codex and its 50 pt wraithlords, starcannons in general ect.).  I much prefer a MtG style system (GuildWars, PhantomDust) where you can combine anything you want but can not have everything.  Sure you will go  through FotM/template syndrome but thats nothing compared to what mix/maxers can do in terms of destroying the fun in a game.

I just dont see how it could be possible to effectively balance so many skill/abilities because if you give them a fixed point system then people will only use "earthquake" with a "rock elemental" whose special powers involve boosting the damage of earth spells or whatever.  If you point cost the skill earthquake to reflect the boosted rock elemental's damage then it becomes wasted points on any other unit.  If you cost it for regular units (without the dmg bonus) people will flock to using rock elementals with earthquake because they see it as free dmg. 

If you were planning to cost each ability differently depending on what base unit is equipping it your in for a hell of a long beta test.


Title: Re: Tactica Online from Imaginary Numbers
Post by: schild on June 08, 2005, 11:20:34 PM
I'm gonna argue here, that if you plan things correctly and they add a limit to epic style units and a point system, it should be relatively easy to balance. If PvP games also have a goal, having one SUPER DUPER TANK and 5 grunts and no points left simply won't be as good as a well-rounded army for completely objections. Also, super units should only be good in combat, a guy in a mech or uh a knight in huge platemail riding an ogre with the special ability of playing chicken with an entire platoon should not be able to forage for a rare medicine. That should be the job of a squire.

In other words, with enough consideration of uber gaming powertemplates (i.e. someone on staff or good beta tester  :wink: that can smell an ubertemplate a mile away) they should be capable of making it balanced. It'll be easier to balance than City of Villains (hello Leader. Talk about nightmare archetype for balance).


Title: Re: Tactica Online from Imaginary Numbers
Post by: schild on June 09, 2005, 12:33:06 AM
Quote
My squad is currently a 400 point squad, and I'd like to keep it that way (you can only take a squad to a battle if it is at or below the battle's point total). I'm happy to trade one of my two 100 point melee fighters for a new support character, so I remove one of them from the squad (they aren't deleted, and I could always put them into another squad, or back into this one if the changes don't work out). Now to create the new character.

Calling up the character screen, I select the "Create New Character" button, and note that I have 14,000 experience available to spend.

Creating a new character takes 5,000 of that experience. It's worth a basic 20 points initially, prior to adding any skills or altering its statistics.

One of the things I'd like this character to do is increase the damage the other characters in my squad do, so I start with the Enflame Weapon skill, which will increase the effectiveness of my melee fighters by adding magic damage to their attacks. Deciding on the maximum expertise of 5, I add it to the character's skill list, increasing its cost by 30 points to a total of 50 points.

Continuing with the same theme, I next select the Rust skill, which reduces the effectiveness of an opponent's armor, as long as it's made of metal. With an expertise of 5 again, this adds 25 more points to the character's value, making the total 75 points now.

So there's definately a grind. A sort of win battles get experience points sytem. That said, it seems more like a fair ante for purchasing money. With Warhammer you work a real job in real life to make money to buy that damned pewter that you then in turn buy paint and color. Here, you gain experience through most likely various conditions and are able to spend them in army management.

The dev diary that above quote was taken from can be found right hyuh. (http://www.tacticaonline.com/diary/050605devdiary.shtml).

Now, things I'd like to see that I couldn't find on the website.

  • An elaborate painting system to customize the entire army.
  • The ability to create your own units and trade or sell them to other players. And the ability to create these units come from say, random no_drop loot that you'll get during battle and in the form of...hmm...a Fire Emblem style rune (or La Pucelle or FFT). Take your pick. Point being, it'd be neat to see completely different stuff on the playing board.

I can't stress how important it is for the people at Imaginary Numbers to at least play through a few rounds of the following two games: Phantom Dust (for the Xbox) and Culdcept (for the PS2). Hell, if you can't find them in Sydney, I'd be glad to help you all out, though you probably have a mess of importers down there.

There are elements to both of those games that could be morphed into useful gameplay options in an MMOG RTS (not necessarily Tactica, as I haven't played it yet):
Phantom Dust's deck building and power acquisition systems. (The rest of the game being realtime, it really doesn't translate well beyond those two things)
Culdcept's property and power management [in game]. (This is something of a TBS with major aspects of MtGO and Monopoly. It's probably one of the best Strategy games on a console to date, it's also available on the Dreamcast as Culdcept 2 in the states.)

Ok, I'm done rambling for now.

Edit: Before I forget to say it, limits are a good thing in this sort of game. I like the point system immensely as it will help with balance in addition to giving people goals and helping with deck strategy, much like the card minimums in MtG or rudimentary casting cost strategy in the amount of raw color systems on any card.

Ok, now I'm really done. I'm not really even sure if any of that made sense. I need sleep, but I can't help salivating over even the slightest hint of a modern online TBS.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Luke on June 09, 2005, 01:44:23 AM
I'm not sure I buy into that "no leveling required" thing. That's like saying in Guild Wars you don't need to PvE to PvP since doing the PvE stuff just gives you more flexibility which while technically true is not true if you want to compete with everybody else who has done the PvE.

Do you mean because you won't have the skills available to your characters, or because you won't know the game as well? If you mean the former, I can't argue with your example, but what if you started at level 20, with most of the skills available to you? This is the equivalent of what we start you out with (in a small concession to the RPG label we do have some skills you must earn through doing missions, and respeccing your characters costs experience, though perhaps three hours play a week will give you enough experience to change every skill in a six character team. I don't think of that as a grind, partly because it's so minimal, partly because you're not doing the same thing over and over again to accomplish it).

Iif you mean the latter, that's a different issue. To my mind, that's not about levelling, that's about practice, and while I can certainly understand the idea of having you level up a character as a means to learn the game mechanics, you can practice with a (nearly) full set of capabilities at least as well, as long as we have some other way to make sure you're not overwhelmed by them all. Best of all, when you're new your opponents will usually be players rated similarly to you, so that every battle is still won or lost depending on your performance on the day, and hopefully you're having fun while you're practicing.

Either way, what we are really saying with "no leveing required" is that you don't have to wade through weeks of the repetitive stuff to get to the game you really want to play.

Point systems are extremely vulnerable to the min-maxers and balancing is very difficult. Fortunately this is an online game so changes can be made easily, at least, whereas in games like table-top minatures you are stuck with things until the next revision/edition is printed.

Well yes, except I'd use the word amenable rather than vulnerable. Designing a better team (or building a better deck, or constructing a better army) is half of what these games are about, and min-maxing is just good team design's ugly cousin. Designing a team, like in MtG, is all about combos, not about whether 20pts into Earthquake is worth more than 20pts into Smite. That's going to be immaterial, within limits. It's whether Smite goes better with Consecrate and Indulgence to create an engine for your Wrath of Heaven, or whether Diffusion and Necromancy work better (Diffusion and Necromancy might work better if you had some good melee damage dealers, in case you were wondering. Well, except that Consecrate when combined with Indulgence will give you better defensive capabilities, unless your opponent is geared to deliver heavy magic damage . . .). In an average team, perhaps half your capability will come from the base skills you choose (such as being able to wield two guns, or use a two-handed axe), while the other half will come from the interaction of those skills (such as being able to make your enemies cluster, create a weakness to magic, and so give your Cloud of Fire a greater effect). That said, balance is obviously key to making this work, in more ways than one. Balancing the cost of abilities, balancing the various ways to achieve objectives, and balancing the rewards for good team design against the requirement that a game should be won when it's played, not beforehand.

Quote from: Daydreamer
Curious question: There seems to be a number of SRPG fans here, which I find odd since they are so diametrically opposite freeroaming, almost action-RPG like MMOs that we also play. What are your favorite SRPGs and MMOs?  How did you come up with the idea for combining the two?

This is a big question, resting as it does on what the actual definition of an SRPG is. I've quoted some in the dev diaries on the web site, but things like Jagged Alliance, X-Com, and Silent Storm were one big source of inspiration (which should convey that we think of Tactica Online as a strategy game, first and foremost). A bunch of console games, from Phantom Brave to Advance Wars, also figured. At least as influential were games like Heroclix and Magic: The Gathering. On the RPG side, Temple of Elemental Evil, Planescape: Torment, and the Baldur's Gate series all played their part. On the MMO front, one of our primary goals was to create an experience where you could mix with thousands of other people, but your play experience didn't have to be subject to their whims. CoH and its use of instancing influenced some of that thinking.

You'll notice I took that question a little differently than you asked it, I'm sorry. I'd rather talk about what inspired us than what we like, partly as a matter of professional courtesy, partly because I think it actually answers the spirit of the question better.

Where we came up with the idea of combining the two is easy - no one else is. From that, you can probably tell what sort of games our next couple of products will be, too.

And finally, there are extensive visual character customization capabilities, for teams, guilds, and individual characters. Not, perhaps, on the order of CoH, but you'll see a lot of different looks around town and on the battlefield. You can trade both equipment and characters, or share them amongst your guild, or take a character of yours into someone else's team.

Luke




Title: Re: Tactica Online from Imaginary Numbers
Post by: Trippy on June 09, 2005, 06:57:11 AM
I'm not sure I buy into that "no leveling required" thing. That's like saying in Guild Wars you don't need to PvE to PvP since doing the PvE stuff just gives you more flexibility which while technically true is not true if you want to compete with everybody else who has done the PvE.
Do you mean because you won't have the skills available to your characters, or because you won't know the game as well? If you mean the former, I can't argue with your example, but what if you started at level 20, with most of the skills available to you? This is the equivalent of what we start you out with (in a small concession to the RPG label we do have some skills you must earn through doing missions, and respeccing your characters costs experience, though perhaps three hours play a week will give you enough experience to change every skill in a six character team. I don't think of that as a grind, partly because it's so minimal, partly because you're not doing the same thing over and over again to accomplish it).
Yes I meant the former. If you are already starting out new characters with a bunch of skills (which sounds better than the way Guild Wars does it currently) why still have missions? The exping sounds minimal which cool but that goes back to my previous question which is why do you need to do it at all?

Point systems are extremely vulnerable to the min-maxers and balancing is very difficult. Fortunately this is an online game so changes can be made easily, at least, whereas in games like table-top minatures you are stuck with things until the next revision/edition is printed.
Well yes, except I'd use the word amenable rather than vulnerable. Designing a better team (or building a better deck, or constructing a better army) is half of what these games are about, and min-maxing is just good team design's ugly cousin. Designing a team, like in MtG, is all about combos, not about whether 20pts into Earthquake is worth more than 20pts into Smite. That's going to be immaterial, within limits. It's whether Smite goes better with Consecrate and Indulgence to create an engine for your Wrath of Heaven, or whether Diffusion and Necromancy work better (Diffusion and Necromancy might work better if you had some good melee damage dealers, in case you were wondering. Well, except that Consecrate when combined with Indulgence will give you better defensive capabilities, unless your opponent is geared to deliver heavy magic damage . . .). In an average team, perhaps half your capability will come from the base skills you choose (such as being able to wield two guns, or use a two-handed axe), while the other half will come from the interaction of those skills (such as being able to make your enemies cluster, create a weakness to magic, and so give your Cloud of Fire a greater effect). That said, balance is obviously key to making this work, in more ways than one. Balancing the cost of abilities, balancing the various ways to achieve objectives, and balancing the rewards for good team design against the requirement that a game should be won when it's played, not beforehand.
Well MtG is maybe not the best example since building many deck types (e.g. Red DD/fast creatures) is all about finding the cards that give you the most bang for the mana costs (aka power curve min-maxing). E.g. if you have a 2/2 creature that costs 2 red mana and a 2/1 that costs 1 red mana (a la a red Savannah Lion) the 2/1 is clearly superior for that sort of deck. It sounds like you guys know what you are doing but even then it's a tricky problem. I used be a playtester and was the FAQ keeper for Legends of the Burning Sands back in the day and even those guys who were experienced CCG and game designers (the AEG guys) didn't always get the cards balanced properly. On the other hand, though I don't play Guild Wars anymore (the PvE game design annoyed me too much, hint hint) from what little I've read about the PvP game, the ArenaNet guys did a good job balancing the skills so hopefully you guys will be able to as well.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Hoax on June 09, 2005, 09:42:54 AM
"game should be won when it's played, not beforehand."

Time for me to go, your words are awakening my inner fanboi. 

Good luck with the game, I'm sure Schild will let us know once you need some testers.

Last thought on the point system, my concern comes from participating in WH40k at the higher tournament levels.  Armies are built entirely on preceived notions of point:stat ratios.  Hence my fear of point systems as a cause of cookie cutter, only 20% at best of all the unit combinations available are considered viable at the higher competition levels.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Merusk on June 09, 2005, 10:02:20 AM
The concept sounds great.  I can't wait to see how it's implemented and shakes-down.  I've missed my TBS games so very, very much.


Looks quite interesting. They're using the Gamebryo engine (formerly NetImmerse) which is the same that DAoC uses. Ironically, they are also using the SpeedTree engine for their foliage (DAoC among others also uses this technology).

Hm... so maybe DAoC's excessive use of Beige, Brown, Green-Brown and Taupe were actually symptoms of the engine, because I see the same problem in the TO screenshots.  DAoC's pallette killed that game for me from a visual enjoyment standpoint.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Dren on June 09, 2005, 10:09:33 AM
I wouldn't mind 6 hours per week to get enough exp to redo my team, but I only want to earn it by playing against other players in some way.  You can mix the PvP with elements of PvE, but don't do striclty PvE.  Then, you'll be too much like a me too in this world of PvE games.  I most likely won't stick around.

My perspective is that I have the kind of the PvE games right now, WoW.  I want a game like yours to play when I'm burned out on PvE.  I won't play a PvE game alongside another PvE game at all.  I bought GW for a PvP alternative to WoW, but found it to be too much like PvE so I've stopped playing it.

I'm imaging quests that you pick up based on the fact that somebody from another faction will play the enemy in that quest.  Once a match up is completed the quest starts (instance) and the fun starts.  There may be AI units with no alliance to either side randomly rooming or they may favor one side or another.  That would be acceptable PvE.  There could be all sorts of goals involved, but the main factor is that you are playing against a real life intelligence, not AI.

*Edit:  Stopped writing before I finished my thought. 

Winner of the quest gets 5000 exp.  The loser gets 2500.  Build up enough points and you can play around with team build, other stats, character development, whatever.  You play PvP to work on your PvP.  That is a grind I can live with.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Hoax on June 09, 2005, 11:11:31 AM
I'm less concerned about whether there will be a grind, because there has to be at least some grind.  The point is, if the grinding involves player vrs player and your not just fodder till you get ub3r skills/units/items/whatevers its all good.  No matter what in any game that bears the rpg tag you WILL be improving your abilities.  Therefore you must start with less abilities.  The problem lies in the fact that in order to improve them you have to whack Ai around for a month + before you get to the part most gamers actually care about.

If I quote myself does that make me a douchebag?

Without a doubt, we dont need any more PvE in the world, unless they are pirate npc's in which case I will allow it.

Its not that there should be no PvE though just that PvP should be a 100% viable alternative, unlike GW where you get no loot, very little xp and no new skills.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Margalis on June 09, 2005, 11:14:59 AM
Magic is a huge min/maxing game, it has the exact same problems as a point system, in that certain cards are vastly overcosted in some decks and vastly undercosted in others. For example if you look at something like that card that turns artifacts into mana from Mirrodin block, in a typical deck it sucks but in a deck built for it it's good. I don't think that in itself is a problem, unless there are simply too few good combinations. Mirrodin suffered very badly from that problem, where there were only a few competitive builds.

I have a lot more hope in an online game because you can make quick changes to things.


Title: Re: Tactica Online from Imaginary Numbers
Post by: HaemishM on June 09, 2005, 11:16:01 AM
Lots of good stuff in here, probably a lot of stuff I'll chew on and post about later. All I can say is that I'm as close to being a fanboi of the game so far, just from what I've heard, than any game I've heard about in a while.

Also, I want to say Bully to you, Luke, for being a dev and having the courage to post as one. Don't mind me if I call you a pigfucker, it's probably going to happen sooner or later, just know it's not personal.  :evil: Also, plz2notfuckupthegame. Like Way, you had me at "No leveling required for PVP."

EDIT: I like points buy systems. Most of the miniature wargames I play or have played have points systems. Sure, they can be cheesedicked to death, but that's not a knock on points buys, it's just the way games are. Math systems can get gamed. The trick is to make most combos viable in some way.


Title: Re: Tactica Online from Imaginary Numbers
Post by: tazelbain on June 09, 2005, 12:30:40 PM

Winner of the quest gets 5000 exp.  The loser gets 2500.
And people who ditch get nothing.  I hate these poor sport fuckers.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Fargull on June 09, 2005, 02:17:23 PM
What will be in place to stop someone from two-boxing them selves up in rank and xp?

Overall it sounds very promissing.  I know that it lists small squad combat, how large are battle expected to get, I noticed guild on guild is listed.  I agree with Schild on the ability to customize color and dress, if you can COH that point then damn people will go ape for it.

Will keep an eye on this one.  Thanks.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Luke on June 09, 2005, 06:26:57 PM
Yes I meant the former. If you are already starting out new characters with a bunch of skills (which sounds better than the way Guild Wars does it currently) why still have missions? The exping sounds minimal which cool but that goes back to my previous question which is why do you need to do it at all?

Missions give structure to gameplay, as well as medium-term rewards. Not everyone needs structure, and you don't technically have to undertake missions - you can challenge anyone else to one-on-one or multi-person duels, and there are tournaments as well - but they move you through the world's story, and, we hope, there's a lot of enjoyment to be gotten from them as a framing device to provide context for the combat.

For those who haven't gone through the web site, there is no PvE at all. Every mission, campaign, tournament, or casual duel is a battle against another person, no AI in sight. Not even pirates, sorry. This is partly because people just make that much better opponents in strategy games, and partly because, as several people noted, there are enough PvE games out there, and we want to provide a different experience.

We don't really care if someone wants to twink themselves when it comes to xp. In fact, the ability to do so is built into the guild tools, and we expect that for hardcore players xp will be largely meaningless. You can't do that with ratings though. The Elo system - the same one used in chess and most CCG's - is pretty resistant to that, especially on a large scale. The only way to get a high rating is to beat others who already have a high rating - beating someone who is low-rated won't increase you much, if at all, and beating the same person or small group of people over and over again will have a very limited effect.

On the size of battles, the limit is really how quickly you want turns to progress. You can have teams where each player controls one character, and if everyone is efficient, you can get to perhaps 30 players, in say half a dozen teams, before things start to slow beyond enjoyment. I'd guess most battles won't get to more than a dozen people, though.


Luke


Title: Re: Tactica Online from Imaginary Numbers
Post by: Malderi on June 09, 2005, 07:21:00 PM
Quote
plz2notfuckupthegame

Echo'd.

Looks very, very nice. PvP-only games like Planetside rock, and this one looks to have far more tactics involved. I'm very much looking forward to it. Good luck with it!


Title: Re: Tactica Online from Imaginary Numbers
Post by: sidereal on June 09, 2005, 09:37:53 PM
Minor addition to the min/maxing vs good strategy debate.  I think the fear of uber-builds and FotM doesn't come from a lack of appreciation for strategy, it comes from a desire for variety.  Magic has toed the edge for years, where there are enough viable combinations that you can regularly see different decks, and yet at the high end you can count the number of deck styles on one hand (a problem which WotC 'solves' with the rotating expansions, but let's not get into that.  Dear God, please let's not get into that).  It sounds like from Hoax that it's the same deal in 40k, and I don't doubt it.

One thing that has basically saved Magic for me and my friends is the forced randomness. . usually implemented in closed circles (everyone plays and trades from a randomly bought couple of starters and boosters) or draft tournaments.  Obviously here people have to exhibit some strategy to know how to put together a deck from who knows what, but variety is inforced by the fact there isn't infinite availability of cards.  Something like this in TO would be greatly, greatly appreciated and I think would drastically reduce the chance of hearing 'Oh look, another zombie/sniper team' or what have you.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Pococurante on June 10, 2005, 05:11:47 AM
For those who haven't gone through the web site, there is no PvE at all. Every mission, campaign, tournament, or casual duel is a battle against another person, no AI in sight. Not even pirates, sorry. This is partly because people just make that much better opponents in strategy games, and partly because, as several people noted, there are enough PvE games out there, and we want to provide a different experience.

I highly approve of this.  Please, become insanely popular and bleed off the customers who really shouldn't be playing in blended environments.  Publishers chasing the grail of blending just disappoint all demographics and over time their products become twisted carwrecks.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Dren on June 10, 2005, 06:39:33 AM
In my mind, I've already bought the box for this game based on your game theory.  Now, past the first month is really up to you on all of the rest.  Of course the "all the rest" is pretty challenging all on its own too. (Reference: Shadowbane.)

Oh, plus, don't change your direction either.  Hold true to the course please.  Evil Moneyhats will want you to.  Don't listen.  They're wrong.


Title: Re: Tactica Online from Imaginary Numbers
Post by: waylander on June 10, 2005, 07:30:06 AM
We've (www.lotd.org)  been following Tactica for a while and the game does look interesting. I think the things that most guilds want to know is how the turn based system is going to work, why its more fun for us to use turn based, what can we achieve in the world, and why do those achievements matter to us or any other guild. Most of that is glossed over in the FAQ, and I'll see what the last two MMORPG interviews have to say.

Although D&D online is also coming out during the last half of 2005, we will certainly be watching Tactica to see if its something we'd want to try.


Title: Re: Tactica Online from Imaginary Numbers
Post by: HaemishM on June 10, 2005, 08:37:24 AM
I think the things that most guilds want to know is how the turn based system is going to work, why its more fun for us to use turn based, what can we achieve in the world, and why do those achievements matter to us or any other guild.

Emphasis mine.

Please do not let this drive your design theory.

Yes, there should be achievables in the world. And yes, achievables should have SOME effect. But please, for the love of all that's holy in this world, if the winners just get stronger and stronger, you will have Shadowbane all over again. If the achievables are so much more important than just e-peen waving, the game will spiral into uselessness, because only the hardcore will ever play for long. What you will hear from these hardcore is "We want our victories to MEAN something," without ever realizing what it will mean is that only the wolves will play after a while.

Achievement has driven (into the ground) every MMOG we have. I'm not saying it should be ignored, I'm saying it should be VERY CONTROLLED so that the winners get more flexible, not more powerful.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Hoax on June 10, 2005, 08:55:19 AM
Although D&D online is also coming out during the last half of 2005, we will certainly be watching Tactica to see if its something we'd want to try.

*bo0gle*


@Sidereal:  Yes a very good example of this in 4th ed is the Space Marine special weapon selection for tac squads, not taking a plasma gun would just be stupid.  Which is sad because flamers are cool.  The metagame in 4th ed 40K after they changed the way armor works from saving throw vrs saving throw modifier to a 100% or 0% effective system meant that basically anything that is cheap and will negate power armor will be used, almost 100% of the time. 

GuildWars does not stifle innovative strats, I'm not sure why or how but it does not.  I'm sure some kind of metagame will eventually be flushed out but with such a plethora of options and so many counter abilities and interesting combo's I dont think it will ever become predictable like Table-Top or MtG becomes.  Basically I'm worried about Net-army building...


@Haemish:  I'm not sure I follow, there needs to be some sort of "player-world shaping" (somebody invent a buzzword, stat!) whether it be tied to a storyline, game-faction system.  A game of thrones ala SB setup, a basic guild-territory control system..  At least I feel like why make a MMO if your not going to allow the world to change based on player actions and I haven't seen that concept driven into anything.  Nobody has executed it with even a modicum of competence.


Title: Re: Tactica Online from Imaginary Numbers
Post by: HaemishM on June 10, 2005, 08:58:18 AM
I never said don't change the world. I said don't make the winners so goddamn all-powerful that eventually no one can challenge them. Don't reward the winners so much that the winners become more powerful, just more flexible. In a game of territory acquisition, it should actually get HARDER for the winners to maintain their holdings, whereas in MMOG's, it's easier. Don't make it so that losers feel the only option for victory is cheating or quitting.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Fargull on June 10, 2005, 09:01:52 AM
Yes, there should be achievables in the world. And yes, achievables should have SOME effect. But please, for the love of all that's holy in this world, if the winners just get stronger and stronger, you will have Shadowbane all over again. If the achievables are so much more important than just e-peen waving, the game will spiral into uselessness, because only the hardcore will ever play for long. What you will hear from these hardcore is "We want our victories to MEAN something," without ever realizing what it will mean is that only the wolves will play after a while.

What Haemish said, that needs to be nailed to the forehead of all MMORG devs!

Anyway,

Are you going to have a self timer on the rounds with a default action selectable?  What I mean by this one, is say Bob has to answer a call of nature and gets up for five minutes, will the rest of us have to wait?

Thanks!


Title: Re: Tactica Online from Imaginary Numbers
Post by: Tmon on June 10, 2005, 10:15:39 AM
Quote
At least I feel like why make a MMO if your not going to allow the world to change based on player actions and I haven't seen that concept driven into anything.

This from the May 14th Q&A here  http://www.mmorpg.com/gamelist.cfm/setview/features/loadFeature/93/gameID/188 seems to answer the world change thingy.

Quote
...the conflict between magic, science, and faith drives every level of the game, from individual missions to the overall story. Most missions have at least two angles to them – assassinate or protect the inventor, destroy the blasphemous tome or revel in the knowledge of the ancients – and in Tournaments an individual’s efforts make a direct difference on a major level to the game’s story.

The real meaning to PvP comes in the way that every single one of your victories contributes to the balance between the factions, though. The more successful you are, the more that the ongoing story will favor the faction your deeds support.

Being at the squad level, players don’t control cities, instead affecting the world in wider and more specific ways – enabling or preventing scientific discoveries, opening new lands for colonization or sinking ships before they leave the harbor. The path of history often hinges on the actions of a small group, and it is these actions that Tactica Online focuses on.

Also this from the Tacticaonline site
Quote
...If players using Lore skills heavily are more successful than players using other skillsets, then the balance of the world will tip in favor of magic. The cause of logic and experimentation will be set back, the armies of faith will waver, and the supporters of the Old Sciences are more likely to be successful in their ventures, whatever they may be...

from here   http://www.tacticaonline.com/gameplay/itsyourworld.shtml

 Hopefully the balance will keep shifting amongst the three skill bases rather than having one gain so much advantage that there is no point to using the other two.  Not because I really care which of the three 'wins' but it would suck to have 2/3 of the available skills become useless.


Title: Re: Tactica Online from Imaginary Numbers
Post by: waylander on June 10, 2005, 10:27:35 AM
I think the things that most guilds want to know is how the turn based system is going to work, why its more fun for us to use turn based, what can we achieve in the world, and why do those achievements matter to us or any other guild.

Emphasis mine.

Please do not let this drive your design theory.

Yes, there should be achievables in the world. And yes, achievables should have SOME effect. But please, for the love of all that's holy in this world, if the winners just get stronger and stronger, you will have Shadowbane all over again. If the achievables are so much more important than just e-peen waving, the game will spiral into uselessness, because only the hardcore will ever play for long. What you will hear from these hardcore is "We want our victories to MEAN something," without ever realizing what it will mean is that only the wolves will play after a while.

Achievement has driven (into the ground) every MMOG we have. I'm not saying it should be ignored, I'm saying it should be VERY CONTROLLED so that the winners get more flexible, not more powerful.

SB went too far because it had no mechanisim for the crushed to get back on their feet, and people left or created a zerg.

In DAOC when one realm pwned all and had the relic, the other realms were essentially at a disadvantage.

DAOC is an example of PVP meaning nothing. The world doesn't (or didn't) change no matter what you did. You just a realm point farmer and hopefully you'd show up on their leader boards.

SB PVP is an example of PVP meaning too much. There were no saftey mechamisims built into the game to keep the crushed people around.

Tactica should find some middle ground between the two.


Title: Re: Tactica Online from Imaginary Numbers
Post by: WayAbvPar on June 10, 2005, 10:31:09 AM
<----------- approaching fanboy status.


My one concern with no PvE at all (which is a fresh, novel, laudable approach) is the availabliity of opponents within the proscribed rating range. It seems that a new player who buys the box 3 months after launch might find himself with a dearth of opponents. Similarly, a casual player who plays from launch may find himself left behind by the more fervent players, with a similar lack of opponents.

Couple that with the idea of aiming for 50,000 players instead of 500,000, and I am worried. Any thoughts?


Title: Re: Tactica Online from Imaginary Numbers
Post by: tazelbain on June 10, 2005, 11:31:42 AM
Tactica should find some middle ground between the two.
There is no middle ground. Either the defeated can or can't get back on their feet.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Viin on June 10, 2005, 02:29:16 PM
More Q&A at mmorpg.com (http://www.mmorpg.com/gamelist.cfm/setview/features/loadFeature/129/gameID/188/from/features):

Quote
We are starving for good turn-based rpg's out here. Any chance of a single player or offline version of Tactica or some sort of campaign mode?

Anything is possible. Let us get this version out of the way, and we’ll see what happens. I have to say, though, why do you want a single player version? It won’t cost any less, there won’t be much difference in your control over your play experience, and your opponents will get a lot less interesting.

How much luck is involved in the combat?

Good question, not a lot. Originally we had a large variance in the amount of damage done by attacks, for example, but in testing we found that this detracted from the experience. This goes back to Tactica Online’s roots as a strategy game – you want your success or failure to be the result of the strategy you choose, not the result of some bad random numbers.

This approach is reflected throughout the game – if your attack misses your enemy, it’s likely it was because they put some defenses in place, rather than because that they just got unlucky. If you win, it’s because you played better, not because everything just went your way today.

What your team refers to as a class and level in Tactica Online may not be what the average MMORPG fan expects. Can you explain these concepts as they exist in Tactica Online?

Class in most games is a restriction on what you can do. Not so in Tactica Online. In fact, you don’t get to choose your class, it’s chosen for you according to the skills you know, and the equipment you wear. Lots of melee skills, you might be a Knight. Put on an eyepatch, and you might become a Pirate. Add a few healing skills, you might become a Paladin. Remove the melee skills, you might become a Priest. Class thus becomes more of an indicator to your opponents of what you might be capable of, rather than a restriction on the skills you can learn.

Similarly, level isn’t an indication of progress, but a reflection of the Point Value of a character. If your Point Value goes down – let’s say you remove some of those melee skills – your level will go down too. Again, level becomes an indicator to your opponents of what you might be capable of.

This is a very different conception of level and class than most people are familiar with, and we may end up changing the words we use because of that, but testing so far seems to indicate people are comfortable with the new usage.

Folks have been curious about the concept of a leader or “King” in the party. As the RPG elements of the game feature a single avatar, rather than a party, that serves as your identity in the game – will this then translate into some kind of effect on the combat aspects of gameplay?

While you’re represented by a single avatar in the shared areas of the game, this is purely a matter of convenience. None of your characters have any greater significance than any other. Think of yourself as the guiding hand behind all your characters, not as any particular one of them.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Xilren's Twin on June 10, 2005, 02:36:10 PM
Tactica should find some middle ground between the two.
There is no middle ground. Either the defeated can or can't get back on their feet.

Well, one way this could be address is by NOT having persistance per se.  In other words, reset the world state every X months to allow all parties to begin again from equal footing, same way they do with sports league seasons.  Part of the appeal of direct competitive game is the chance to try again.  In a game like SB, once you lost, it became harder and harder to try again while for the winners, it got easier and easier to stay on top.  Haem was spot on for this point.

Now, resetting could be, wipe, everyone starts the same world again, or if you wanted to structure a story line around it, you could design each world reset to having changes that makes each run through unique.  Like what if this world season has magic cost twice as much as last season, or gunpowder stop working.  Shake things up and keep the game fluid.

Another way this could be addressed is specialization of game types.  To keep with the MtG examples, you have several different formats to choose from, so very few people end up being good at sealed, drafting, standard constructed, block constructed, extended and multiplayer.  Sounds like the basis for this is in there with the limits on points per team per mission, but will the missions be different enough that the are actually different "formats" or game types?

At any rate, looks very interesting.  More please.

Xilren


Title: Re: Tactica Online from Imaginary Numbers
Post by: Viin on June 10, 2005, 02:42:02 PM
Now, resetting could be, wipe, everyone starts the same world again, or if you wanted to structure a story line around it, you could design each world reset to having changes that makes each run through unique.  Like what if this world season has magic cost twice as much as last season, or gunpowder stop working.  Shake things up and keep the game fluid.

I was thinking the same thing. You could even run multipule worlds at a time, so that when the top tiers of players have shaken out on World A, let them continue to battle for top slots but start World B to let all the new players and people who dropped out of World A play on a fresh slate. Though that'd have to mean there was a 'finish' for each World, that the players would shoot for.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Merusk on June 10, 2005, 02:44:11 PM
Quote
I have to say, though, why do you want a single player version? It won’t cost any less, there won’t be much difference in your control over your play experience, and your opponents will get a lot less interesting.

Because some people suck at some games, but still enjoy playing them.  For example, I love FPS games, but I suck, suck suck suck suck SUCK at them.  As a result I never play them online because it's no fun knowing you're just a roaming target whose total kills are 0 every single round.   (This is also why I've never bought an Unreal game.  All I ever hear is how multiplayer is, nothing about the SP segment, so it must not be that great.)

Lots of developers recently seem to think that multiplayer is some sort of holy grail.  It's not.  You've still got a huge single player audience out there with no interest in multiplayer games, or the multiplayer segement of those games.  Obviously, you're making an MMO so you're not catering to that segment, but it's something I've started to notice in both PC and Console games and it makes me lament the course of gaming.   Once again I'm glad I've never sold any of my classic games so I'll still have something to play when they're all some Multiplayer FPS RTS hybred.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Trippy on June 10, 2005, 05:06:56 PM
Quote
I have to say, though, why do you want a single player version? It won’t cost any less, there won’t be much difference in your control over your play experience, and your opponents will get a lot less interesting.
Because some people suck at some games, but still enjoy playing them.  For example, I love FPS games, but I suck, suck suck suck suck SUCK at them.  As a result I never play them online because it's no fun knowing you're just a roaming target whose total kills are 0 every single round.
Maybe you should try some of the objective-based team MP FPS games.

Quote
(This is also why I've never bought an Unreal game.  All I ever hear is how multiplayer is, nothing about the SP segment, so it must not be that great.)
The Unreal games (Unreal, Unreal II) have lengthy single player campaigns and in fact the original Unreal MP sucked cause the netcode was so poor. The Unreal Tournament games are all about MP, though they do have bots you can practice against if you want.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Descended on June 13, 2005, 08:14:38 AM
Now, resetting could be, wipe, everyone starts the same world again, or if you wanted to structure a story line around it, you could design each world reset to having changes that makes each run through unique.  Like what if this world season has magic cost twice as much as last season, or gunpowder stop working.  Shake things up and keep the game fluid.

I was thinking the same thing. You could even run multipule worlds at a time, so that when the top tiers of players have shaken out on World A, let them continue to battle for top slots but start World B to let all the new players and people who dropped out of World A play on a fresh slate. Though that'd have to mean there was a 'finish' for each World, that the players would shoot for.

To take this idea further, think about what would happen if everyone was in one and only one limited time, power level appropriate tournament that automatically funneled ranges of similarly powered players into new tournaments upon tournament conclusion.  All tournaments would run concurrently, so every X weeks all tournaments would end, the total number of tournaments necessary to support the active number of players would be calculated, and the players would then be automatically assigned to a tournament appropriate for their power level.

A negative to this approach is that any in-game player organizations become purely social interaction structures in any case where your 'guild' (or whatever you call it) has members of different advancement levels and aren't able to play in the same tournament.

This may be useless rumination, though, if the game story being told is just flavor.  If you are on a loosing faction and the worst that happens to your play experience is the occasional in-game reminder that U R LuZ0rz! then good, fun core gameplay can still be yours.  Of course, this defeats the idea meaningful gameworld changes due to individual accomplishments.

That is the dichotomy I'd like to see Luke respond to most:  what mechanisms do you envision that would allow personal victories to cause meaningful gamewide effects without causing some players to be unable to realistically compete. [Notice I said 'realistically compete' rather than 'fairly compete' because I don't think any PvP system that enforces perfect fairness is 1) possible or 2) fun]


Title: Re: Tactica Online from Imaginary Numbers
Post by: HaemishM on June 13, 2005, 08:22:39 AM
Starport (http://www.starportgame.com/) uses the limited game length thing. All games are 1-2 weeks long. You have two weeks to compete, and they had servers that are both PVP and Pax servers. The latter is still PVP, but you just can't attack other players directly; it's all about economic competition, trying to get your colonies to produce more experience or money for you without having to worry about PC pirates and colony invasions. It works pretty well.

I'd imagine taking that a step further and moving the winners to new servers with new games would be a good way of separating the wolves from the sheep. Of course, that depends on whether they are trying to go for a one world (a la Guild Wars) solution, or a mult-shard (a la EQ or SB) solution. I think it's more of the one world solution.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Merusk on June 13, 2005, 09:49:14 AM
Quote
I have to say, though, why do you want a single player version? It won’t cost any less, there won’t be much difference in your control over your play experience, and your opponents will get a lot less interesting.
Because some people suck at some games, but still enjoy playing them.  For example, I love FPS games, but I suck, suck suck suck suck SUCK at them.  As a result I never play them online because it's no fun knowing you're just a roaming target whose total kills are 0 every single round.
Maybe you should try some of the objective-based team MP FPS games.

See, the problem with that, and with all games where Teamwork is the emphasis of MP play, is that I don't have the time or desire to devote to it.   I played America's Army when it came out, and I had a blast as both Deathmatch suicide runs and when the random folks in a match would actually work towards goals.    Then, as teams started to form and online clans came into the game it got progressivly less fun since random folks will always get pwned by clans.

  I *could* have joined a clan, and done all the requisite practices and training and all that other BS, but it becomes like an Uberguild in an MMO at that point.  You're doing more work than you are fun, and you're devoting large portions of your free time to a GAME so you can compete at the game.  No thanks, I'm just looking for some fun when I want it and on my terms.  This is why Singleplayer games should never go away, and questioning, "why would you want to play singleplayer against 'only' the AI?" is in and of itself, somewhat silly.   It's also another reason I didn't bother with Guild Wars.



Title: Re: Tactica Online from Imaginary Numbers
Post by: Trippy on June 13, 2005, 04:55:23 PM
Quote
I have to say, though, why do you want a single player version? It won’t cost any less, there won’t be much difference in your control over your play experience, and your opponents will get a lot less interesting.
Because some people suck at some games, but still enjoy playing them.  For example, I love FPS games, but I suck, suck suck suck suck SUCK at them.  As a result I never play them online because it's no fun knowing you're just a roaming target whose total kills are 0 every single round.
Maybe you should try some of the objective-based team MP FPS games.
See, the problem with that, and with all games where Teamwork is the emphasis of MP play, is that I don't have the time or desire to devote to it.   I played America's Army when it came out, and I had a blast as both Deathmatch suicide runs and when the random folks in a match would actually work towards goals.    Then, as teams started to form and online clans came into the game it got progressivly less fun since random folks will always get pwned by clans.
I didn't play America's Army much so I can't comment on that game, however with something like Counter-Strike which I have played a ton of, while it is true that well-organized clans will dominate "pub" (public) games the really good ones tend not to play them and instead focus on arranged scrimmages with other clans in their leagues for practicing. I just recently finished Half-Life 2 (meh) and so I've been playing some Counter-Strike: Source just to see what that's like and on the random sampling of servers that I've played on it's still the same as it was which is that the really really good players/clans stay away from the pub servers like they were the plague so I can have fun without being totally owned ever round even though I'm back to being a n00b in the game.

Quote
  I *could* have joined a clan, and done all the requisite practices and training and all that other BS, but it becomes like an Uberguild in an MMO at that point.  You're doing more work than you are fun, and you're devoting large portions of your free time to a GAME so you can compete at the game.  No thanks, I'm just looking for some fun when I want it and on my terms.  This is why Singleplayer games should never go away, and questioning, "why would you want to play singleplayer against 'only' the AI?" is in and of itself, somewhat silly.   It's also another reason I didn't bother with Guild Wars.
Speaking of AI and FPSes the bots in the BF2 Demo are pretty good. I still can't quite beat the SP-mode at the Expert setting, though part of the problem is the Commander mode doesn't seem to work quite right in SP (the squads will follow the first few orders from me but then stop).


Title: Re: Tactica Online from Imaginary Numbers
Post by: Margalis on June 13, 2005, 05:23:37 PM
I would echo the sentiment, I don't won't guilds playing a large part in a strategy/tactics game. Being in a guild is not a 'skill' and should not confer an advantage. Maybe open up some new game types like guild vs. guild, but that should be all.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Luke on June 13, 2005, 10:43:44 PM
Lots of good thoughts here, I can see I'm going to have to check in more often. First note, one ideology gaining power relative to the others has no effect on the skills or abilities of any character, it's purely a storyline thing. Consequently, it's not possible for one group to be at a gameplay disadvantage to another because they've been winning or losing to date. Despite being restricted to the storyline, it's a fairly big and noticable impact. With all players inhabiting one world, when the game's central city falls due to one player, or one guild, that player or guild gets a lot of attention.

This impact upon the storyline has, in turn, an effect on what new skills and equipment introduced in the next expansion. These skills and equipment do have a huge effect on gameplay, though it's more about which skills become available and which don't, than anything related to the relative power of the different ideologies. For example, if a particular part of the storyline was focused around a scientist's attempts to create a telescope (realize I'm trying to stay away from actual storylines), and player's ensured that this attempt was successful via an event during the culmination of that expansion set, then there might be a few new vision-related skills and pieces of equipment in the Research skill line next expansion. If they were unsuccessful, there would instead be an unrelated set of new abilities, neither more nor less powerful. The reward for you as a player is getting to steer the development of each faction, rather than getting to affect their relative capabilities.

As to the guild thing, it's a reality in today's market that you need to provide things for guilds to do as well as players. Accordingly, every expansion has events for individuals, and events for guilds. Both get their own things to do, and both compete only with others of their class (i.e. guilds only with guilds).

Lastly, allowing all individuals an opportunity to meaningfully affect the storyline. Tactica Online is a competitive game. As such, you need to compete to be able to have such an effect upon the world. In any competition, not everyone's going to be able to win, but everyone needs a chance at the prize in order to feel like they're really in the game. The way most sports do this - have representative teams that you can cheer for - doesn't really work in a game like this, but the same reality applies. Most people just aren't able to compete at the top level, and there still needs to be a way to stop them from feeling like they're shut out. The solution we chose is to have tiered events, for players with different ranges of rating - one event open to players with a rating from 1500-1600, one for those 1600-1700, and so on. This gives everyone the chance to compete within their division, as it were, with their own area of impact upon the story that no one outside that division can affect.


Luke


Title: Re: Tactica Online from Imaginary Numbers
Post by: Daydreamer on June 14, 2005, 01:04:38 AM
Lastly, allowing all individuals an opportunity to meaningfully affect the storyline. Tactica Online is a competitive game. As such, you need to compete to be able to have such an effect upon the world. In any competition, not everyone's going to be able to win, but everyone needs a chance at the prize in order to feel like they're really in the game. The way most sports do this - have representative teams that you can cheer for - doesn't really work in a game like this, but the same reality applies. Most people just aren't able to compete at the top level, and there still needs to be a way to stop them from feeling like they're shut out. The solution we chose is to have tiered events, for players with different ranges of rating - one event open to players with a rating from 1500-1600, one for those 1600-1700, and so on. This gives everyone the chance to compete within their division, as it were, with their own area of impact upon the story that no one outside that division can affect.


Luke

Yes, yes and triple yes.  This is the problem I have with most PvP, and despite its charm and polish, Guild Wars fails here too in that the only PvP with significant high quality rewards is the Tomb of Ancient Kings (for gold weapons and sigils), and you have to be some of the best players in the game (and a bit lucky too) just to make it through the preliminary maps which give exactly zero reward.

My one burning question is this: how do the rewards differ with the ranks?  How do they affect the story differently?  Are they sufficient reward for difficulty wihtout making the newblers feel left out?

Here is how I would do it, to use your example, 3 players of different ranks are trying to help the scientist make the telescope of different ranks (1500+, 1600+, 1700+) through whatever means needed in the game - say for example fighting through Mystic controlled terriotory to find magically pure sand for melting into a new lense, or whatever.  So all three are matched up for similar fights against equal level 'Mystic' opponents, and each winner nets an amount of victory points for this story event in proportion to difficulty (1 for 1500+, 2 for 1600+ etc., representing that better players push further into enemy territory and secure more magic sand).  Then you can say 50 VPs needed to ensure this basic event occurs, 100 for that, and the top 5 VP scoring 'monumental events' occur.  Though of course you'll want to avoid telling players numerically how close they are to avoid catasses and min/maxers etc who will grind out the fights needed and no more and move elsewhere.  Maybe "My telescope is years/monthes/weeks/days from completion" or some such, with something like "My rival from the Mystic camp is very near/close to/approaching/attempting to/preparing a spell to turn this magic dust I need into a magic time-altering hourglass.  We must hurry!".


Title: Re: Tactica Online from Imaginary Numbers
Post by: HaemishM on June 14, 2005, 08:25:14 AM
Many good things

Yeah, do THAT RIGHT THERE. You have yet to say anything that sounds bad.


Title: Re: Tactica Online from Imaginary Numbers
Post by: tazelbain on June 14, 2005, 09:02:56 AM
Yes, yes and triple yes.  This is the problem I have with most PvP, and despite its charm and polish, Guild Wars fails here too in that the only PvP with significant high quality rewards is the Tomb of Ancient Kings (for gold weapons and sigils), and you have to be some of the best players in the game (and a bit lucky too) just to make it through the preliminary maps which give exactly zero reward.
This attitude is exactly why we are stuck with shity ass trendmill and loot-whore games.  I wish there were no items and sigils were no-trade, so those of us who play for FUN can play without dealing tons of kiddies who dream of phat loot.  When you start handing out rewards for a fun activity, the fun activity gets lost and it becomes all about the rewards. Or rewards just cover up game play that wasn't fun to begin with.

My guild broke the top 100 rank barrier yesterday.  No loot. No Sigils. Just the satisfaction playing well and the fun of competing against quality teams.  But, I guess we are fools because we weren't in ToPK getting teh loots.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Margalis on June 14, 2005, 10:09:32 AM
If you want rewards, let the top X players waive the next months subscription fee.

The only reward in M:TGO is that if you do well enough you get more packs without paying for them - essentially you get money.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Yegolev on June 14, 2005, 11:26:54 AM
Put on an eyepatch, and you might become a Pirate.

I'm sold.  Put me down for a preorder.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Xilren's Twin on June 14, 2005, 01:52:27 PM
If you want rewards, let the top X players waive the next months subscription fee.

The only reward in M:TGO is that if you do well enough you get more packs without paying for them - essentially you get money.

MTGO is in a bit of a unique position in that some of the rewards they can offer can be quite attractive b/c they have an offline equivalent thats worth some money.  Winning packs that can be traded for tickets or even sold vie paypal or ebay for cash is part and parcel of the game.  Plus you can win invites to RL  Invitational tourneys, or byes at Grand Prix events and such.  The only reason they don't have an online ProTour for big cash dollars is there no real way to prevent multiple people from helping any one player with advice and tips durng a game which is too close to cheating to make cash games desirable.

Help, on of the common myths in MTGO is players bragging about "going infinite" for drafting; i.e. winning enough packs to cover their costs for future drafts so they don't have to spend money at all.  Pay $15 to draft; win 8 packs = $26 recycle into next draft; sell singles from previous draft for additional ticket, repeat ad infinitum.

At subscription game that allowed you to win free months might not be a bad idea so long as the game was a relatively level playing field.  Or winning perhaps stuff usually thrown in a collectors edition (artwork, figurines, cloth maps etc etc).  You know, swag.  Giving people tangible stuff they can brag to their buds saying "I won this playing X" is a nice form of word of mouthl marketing.  In game stuff just isn't as easy to show off. :-)

Xilren


Title: Re: Tactica Online from Imaginary Numbers
Post by: Threash on June 14, 2005, 01:53:47 PM
Please stop, just don't say anything more.  I don't want to be this excited about a game thats years away from coming out.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Descended on June 15, 2005, 07:31:49 AM

[....]

This impact upon the storyline has, in turn, an effect on what new skills and equipment introduced in the next expansion. These skills and equipment do have a huge effect on gameplay, though it's more about which skills become available and which don't, than anything related to the relative power of the different ideologies. For example, if a particular part of the storyline was focused around a scientist's attempts to create a telescope (realize I'm trying to stay away from actual storylines), and player's ensured that this attempt was successful via an event during the culmination of that expansion set, then there might be a few new vision-related skills and pieces of equipment in the Research skill line next expansion. If they were unsuccessful, there would instead be an unrelated set of new abilities, neither more nor less powerful. The reward for you as a player is getting to steer the development of each faction, rather than getting to affect their relative capabilities.

[....]


Interesting. 

Are player accounts locked into support of a particular ideology at account creation?

I like that player choices primarily affect their own ideology, rather than the game as a whole.

Of course, giving players a choice in how the game changes is dangerous in a class-and-abilities-balance sense.  I don't think you can trust players to choose to promote changes which make that which is underpowered better or that which is overpowered worse, despite the cerebral leaning of this style of game. 

How opaque are the final technical results of successful completion of a particular storyline?  If they are too clear, the developer is denied honest wiggle room while attempting to balance the game.  If they are too unclear, the player is unsure of what he is working for.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Tmon on June 15, 2005, 08:40:22 AM
I can't remember whether it is on the web page or in one of the interviews but they explain that you pick an ideology indirectly by what skills your squad uses.  If the majority of your squad guys are technology based then your victories with that squad end up supporting technology, if later you make a predominantly magic based squad then magic gets the benefit of your wins.  I'm thinking that this could cause the world shifts to be relatively small as people shift builds. 


Title: Re: Tactica Online from Imaginary Numbers
Post by: Luke on June 15, 2005, 05:51:04 PM
As Tmon says, it's what you do that matters, not what you say. You'll never be asked what ideology you support, but the game will take notice of the way you go about doing things - what skills and equipment your characters use, and how successful they are at which missions.

In events, whether Tournaments or Campaigns, you get a bit more of a direct involvement. Upon winning the event you get to make a choice on that event's particular issue (does the city fall or not, do the missionaries reach Kyoto). Rather than the events for each ratings group all dealing with part of a single issue, there are separate issues for each event. A lesser-ranked event might deal with the research into lenses and telescopes mentioned earlier, while a higher-ranked event might deal with the mounting of an expedition to cross the crystal spheres and breach heaven itself. The former will determine whether a particular set of skills make it into the next expansion set, and the outcome of a subplot in the ongoing storyline, while the latter will determine one of the major plot points for the upcoming story arc (it's very likely that the largest events will be open, rather than restricted to particular ranks).

Whether one particular set of skills do or don't make it in won't affect the power of any ideology or skill set, though, and the only time one grouping will be weaker than another is when we haven't done as good a job of balancing them as we should have (that's not strictly true, as you'll find you don't actually make "pure" teams that often, and like people, most characters will have a few aspects of different ideologies, so there's almost never a head-to-head situation in which power balance is a factor), so it's not really a case of relying on players to shore up a weak faction, but of allowing players to push the story and the setting in particular directions. Does that make sense?


Luke



Title: Re: Tactica Online from Imaginary Numbers
Post by: Trippy on June 15, 2005, 08:36:50 PM
In events, whether Tournaments or Campaigns, you get a bit more of a direct involvement. Upon winning the event you get to make a choice on that event's particular issue (does the city fall or not, do the missionaries reach Kyoto). Rather than the events for each ratings group all dealing with part of a single issue, there are separate issues for each event. A lesser-ranked event might deal with the research into lenses and telescopes mentioned earlier, while a higher-ranked event might deal with the mounting of an expedition to cross the crystal spheres and breach heaven itself. The former will determine whether a particular set of skills make it into the next expansion set, and the outcome of a subplot in the ongoing storyline, while the latter will determine one of the major plot points for the upcoming story arc (it's very likely that the largest events will be open, rather than restricted to particular ranks).
They did this sort of thing with the Legends of the Five Rings CCG (dunno if they still do it, haven't played in years). The winners of the major tournaments got to influence the storyline depending on which clan they were playing and how they played (e.g. playing a "corrupted" deck might give a different outcome than say an honor deck). It'll be interesting to see how this plays out in your game.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Descended on June 16, 2005, 08:56:07 AM
Just finished reading through the IGN/RPGVault (http://pc.ign.com/objects/735/735695.html) interviews with Luke.

This game has so much potential.  Pleasedontsuckpleasedontsuckpleasedontsuck.

This sentiment got me to thinking: How would I explain what parts games like Final Fantasy Tactics and XCOM I really liked, and why those components of those games were so intrigal to my (repeated) enjoyment.  I haven't played a complete game of XCOM for probably six years, but I am very much looking forward to the GBA XCOM-alike coming out this year.  Final Fantasy Tactics has logged more play time on my PS2 than any other game.  Why do I love these old games so much?

Why I Keep Re-playing Final Fantasy Tactics:
  • Charge Time and Variable Turn Speed:  FFT was designed by someone willing to make a turn based system where effects were treated interally as if they were characters.  All characters and effects had a speed at which they accumulated timer system points; each timing cycle each entity's speed score was added to its timer system points.  When a character or effect accumulated 100 points (with special rules to handle overages and ties), a character took its turn, a buff wore out, or an effect (like a summon) went off.  There were information screens available to the player that showed him when an effect would go off relative to other effects and character turns.  I love this to death.  It is one of the two missing components that kept me from really enjoying Final Fantasy Tactics: Advance (the other was a lack of Move skills).  Why do I love this?  Because it makes good unit control require more than just positional tactics.  Because it provides another path to character superiority:  sometimes being able to move and act more often is more effective than being able to do a lot of damage in one turn or being difficult to kill.  I still feel a swell of self-congradulatory pride whenever I think of my Ninja/Bard build that could essentially solo the Weigraf/Velius encounter and still performed very well in the rest of the game.
  • Componentized Abilities System:  The Support, Reaction, and Move abilities were available to all job combinations.  This doesn't mean they were universally useful, but it did mean that I could build a huge variety of effective characters that played differently simply because I changed out these supposely secondary attributes.  Because a fair number of these abilities worked as well regardless of what jobs your character had, I didn't feel like the designers were forcing me to use the support abilities in an 'appropriate way' in order to be effective.  If you wanted to blow the time necessary in the Samurai job to get the Blade Grasp reaction ability, it worked just as well for your white mage/summoner as it did for your knight/monk.  Little moments of blossoming creativity would result in ideas like "omg, I can put Hamedo on my engineer, and he'll be able to keep other gun wielders and archers from firing on him!".  Sure, these ideas can turn out to be not so brilliant, but it is actually fun to try them out. At this point, when I start a game, I've already designed my characters: "mmkay, Counter Magic has always looked kinda sucky, so I'm gonna try to optimize it as a challenge by running Geomancer primary for movement and magic attack, white mage secondary so I can cast Shell on myself as I'm running into a spell's area of effect, counter magic as reaction, of course, magic defense up for support, and move +3 so I can get to pretty much anywhere easily.  Hrm... I'll want a bard to speed me up, and maybe a time mage to haste and quick, too... oh, I know, I haven't ever tried Bard/Time Mage -- how can I optimize that..."
  • Enjoyable Terrain:  This isn't so much that terrain heights are a necessary consideration when moving your units (that's a given in this style of game), but more that, despite the low resolution and simple terrain textures, the level designers for FFT made some of the battlefields very memorable simply by having a giant hill, or a strategic bridge, or a river crossing that characters with average jumping ability took twice as long to cross as those with more height scaling ability.  I really don't care how shiny your tile sets are, if you don't do interesting things with them.  Give me battles where I can find terrain advantages.  I'm not asking for battlefields where control of a single location means near guaranteed victory, but I do want to be faced with decisions that make me choose between dealing optimal damage this turn and having a strategic advantage over some longer course of the battle.
  • Random Effects:  I likes the random!  Weapon and spell damage is fixed per hit (other than criticals), but there are several effect groups in the game that essentially let you gamble with your turn.  Geomancer's elemental attacks are subpar, except they have a 20% chance of adding a negative status effect.  Bards have a song that grants a random positive status effect to each friendly unit some % of the time.  Dancers can cause random negative status effects on enemies.  Most reaction abilities only go off a % of the time based on your Bravery stat.  Not only is this fun to watch, but it also increases the complexity of the battlefield analysis.  I want a chance to show that I can keep up with the changes on the battlefield, and I will become bored if I find I can predict what I am going to do with my troops throughout the battle as soon as I see the battlefield and positioning of the enemy.

Why X-COM:UFO Defense Worked:
  • Reaction shots!:  Number one most important super-duper feature of X-Com.  Reaction shots allowed actual field-of-fire tactics.  It also allowed you to laugh your ass off when an alien poked its head around a corner and a barrage of friendly plasma fire resulted in a sprawled-out alien and a bunch of scorch marks on the ground and holes blown through hedges, walls, and the occasional extremely-unlucky-alien-who-happened-to-be-in-the-line-of-fire-two-screens-away.
  • Line of Sight (enemy awareness): Positioning matters.  If you screw up your squad movement and don't have someone watching that alleyway entrance, it's your damn fault when the little gray dude with the heavy plasma gets two shots off and then retreats out of sight.  Either that, or you don't have enough men, and thems the breaks.
  • Line of Sight (terrain awareness): If your squad hasn't seen it yet, its all black.  You don't know if that area behind a row of buildings has another row of buildings (perhaps with three or four civilians to protect) or is just a wide open firing zone you can cover with a sniper and a proximity grenade.  Make me decide whether I want to invest Major Glory's next three turns moving down that ally to find that out, or to keep him covering those two doors on that warehouse.
  • Destructible Terrain:  I remember realizing for the first time how much fun this could be when I had two guys covering the base of some stairs and the alien up there wouldn't come down.  My little laser pistol carrying backup squad took about three turns to actually blow up enough of the upper story so they could see where he was at, but then then it was happy happy laser dodging time for Mr. Alien.
    [li]An Economic/Strategic Overgame:  Kinda like crafting (kinda) helps keep the MMORPG experience from being as repetitive, the base and equipment management component of X-Com allowed just the right amount of structure and storyline to the game.

Maybe some little idea from this will seap into Imaginary Number's discussions and the world will be a better place, blah blah blah.  Here's hoping you make the game I want, Luke, and if not, that you at least make enough money to keep trying until you do  :-D


Title: Re: Tactica Online from Imaginary Numbers
Post by: Yegolev on June 16, 2005, 09:08:35 AM
Thanks for that.  Now I'm going to waste time this weekend trying to get X-COM to run on WinXP.


Title: Re: Tactica Online from Imaginary Numbers
Post by: HaemishM on June 16, 2005, 09:22:26 AM
One of my favorite parts in X-Com was sending in the missle launcher that turned corners and blew the ever-living fuck out of walls and entire buildings. I kept imaging the surprised alien's face as the missle torched his ass, and left his buddy flapping in the breeze without cover for the next turn.

Good times, good times.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Murgos on June 16, 2005, 10:24:08 AM
Thanks for that.  Now I'm going to waste time this weekend trying to get X-COM to run on WinXP.

xcomutil works like a charm for me.

The destructable terrain really set X-Com apart for me.  It was always in my mind that I could just blow a hole in a wall to open up a shot or get the hell out of dodge.  Many times I've tracked an alien down to a specific part of a building and then used one trooper to blow holes in walls to open up lanes of fire for another.

That and bad tactics could royally screw a mission for you no matter how well equipped you were.  Like learning to avoid feeding troopers piecemeal into a fire fight or not to move someone around a blind corner without back-up or even recon by fire.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Yegolev on June 16, 2005, 10:30:24 AM
Thanks for that.  Now I'm going to waste time this weekend trying to get X-COM to run on WinXP.

xcomutil works like a charm for me.


You are not helping my family have a husband/father for the weekend.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Margalis on June 16, 2005, 11:31:33 AM
If you like FFT I strongly suggest your try Tactics Ogre. I should start doing classic reviews of that style of game, I've got a number of pretty good ones that most people haven't played. (Tactics Ogre, Feda, Earthlight, etc) Tactics Ogre is similar to FFT in some way, but you can have a lot more characters on a map at once. Overall I think it is a much better game.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Alkiera on June 16, 2005, 02:22:09 PM
If you like FFT I strongly suggest your try Tactics Ogre. I should start doing classic reviews of that style of game, I've got a number of pretty good ones that most people haven't played. (Tactics Ogre, Feda, Earthlight, etc) Tactics Ogre is similar to FFT in some way, but you can have a lot more characters on a map at once. Overall I think it is a much better game.

I played a bit of both FFT:Adv and Tactics Ogre Advance, and ended up actually buying a copy of TOA to play in my GBA.  I didn't care for a lot of the FFT:Adv 'features', like learning skills from weapons/equipment.  I liked FFT(the PS1 game) very much.  I liked the way job points and the skill systems worked.  Basically, was Demented said up there about FFT, I agree with.  X-COM, I haven't played.

Alkiera


Title: Re: Tactica Online from Imaginary Numbers
Post by: sidereal on June 16, 2005, 02:54:49 PM
Jagged Alliance 2 is a similar comp to X-COM that's a little more modern, for whatever that's worth.  Setting up snipers on overwatch in a turn-based game simply never, ever gets old.

The only major problem I have with that game is the damage/HP relationship was often very silly and closed off a lot of tactics.  For example, if you snuck up behind someone and then shotgunned them with an aimed shot to the head, you might take off half their life.  After which the guy will turn around and kill you with a knife-stab to the foot.  The engine supports cool things like throwing knives and stuff, but in practice they're useless.  The almost always best thing to do is simply to law down a massive hail of gunfire from a distance until their hit points are ground down. 

Oh, other great feature from JA:2.  As unites were damaged, their effectiveness decreased.  This makes an enormous difference.  In the 99% of games (both computer games and paper games) where units are 100% effective until they're completely dead, it is always the best strategy to concentrate fire on a single unit at a time until it's dead.  In JA, it's reasonable to spread your fire over multiple targets, since if you can bring them all down to Wounded, none of them will be able to hit you anymore.  I always found that more satisfying.

"I've got a number of pretty good ones that most people haven't played."

Master of Monsters?
Military Madness on the TurboGrafx 16?
Best ever.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Alkiera on June 16, 2005, 03:07:02 PM
I liked the tactical combats in Master of Magic, which had both kinds of units... some were a single figure, who was fully effective until dead.  Many others were multiple figure units, which had figures die off as the unit took damage, and the unit was less effective with less than its full complement of figures.

Alkiera


Title: Re: Tactica Online from Imaginary Numbers
Post by: Murgos on June 17, 2005, 08:06:57 AM
I liked the tactical combats in Master of Magic, which had both kinds of units... some were a single figure, who was fully effective until dead.  Many others were multiple figure units, which had figures die off as the unit took damage, and the unit was less effective with less than its full complement of figures.

Alkiera
Yeah, there were serious trade offs in MoM over going with a hero/power unit heavy stack.  It was generally worthwhile to include some of the lesser units in there.  That said the AI 'usually' wasn't smart enough to take advantage of the weaknesses of a full hero stack and once you had a good hero leveled up with some nice items you could basically wtfpwn the entire map.


Title: Re: Tactica Online from Imaginary Numbers
Post by: tazelbain on June 17, 2005, 08:47:13 AM
MMO-MOM, that worked, would be Robot Jesus 2: The Search for Curly's Gold.

Maybe it would work like Starport, but we'd play until someone cast the Spell of Dominion.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Margalis on June 17, 2005, 06:12:58 PM
Tactics Ogre Advanced is a MUCH worse game that Tactics Ogre. Tactics Ogre has all sorts of great systems they ditched for some reason in TOA.

About unit effectiveness, here is an interesting question: would you rather have 2 guys or 1 guy who is twice as strong? (HP wise) In most games the answer is 1 guy, because of unit attrition. When that 1 guy has lost half HP one of those 2 guys has died, halving the attack power. It's something to keep in mind when balancing units. Usually a unit that takes twice as long to kill is more than twice as good.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Tmon on June 18, 2005, 05:21:17 AM
I think that kinda depends on what the purpose of the battle is.  If your mission is to defend a single point or to destroy the opposing army then fewer stronger troops might not be a bad trade off, but if you have to defend a lot of ground or defend and achieve some other goal then having more units is better, especially if you can concentrate the attacks of many of your units on a single enemy. 


Title: Re: Tactica Online from Imaginary Numbers
Post by: Margalis on June 18, 2005, 11:51:58 AM
That is true. Also if the game has lots of sleep and freeze like spells 2 guys might be better than one. But in general the one is a lot better. It's the same reason focus fire is so important in an RTS, the second you kill a guy they lose some offensive power.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Tmon on June 19, 2005, 06:45:09 AM
What I wonder is if you will get the mission description before or after you accept it.  If you get it before you can tailor your unit to the mission if after then you'll have to go for a unit that is more generic.  Also in a tournement do you fight with the same unit all the way through or can you change it between missions? 


Title: Re: Tactica Online from Imaginary Numbers
Post by: Luke on June 19, 2005, 06:36:25 PM
The main tradeoff when it comes to people is the number of actions you can take in a round (or more accurately, the number of action points available to you). More people means you can do more, which is sometimes a huge benefit, depending on how your team is constructed.

Also, more characters usually - not always, you can work around it - means more chances to put effective combos together.

Balance this against the greater vulnerability to area effect attacks when you have more characters, throw in the unit attrition factor, the vulnerability that can come from concentrating your firepower in fewer characters - anything happens to one of them, you're screwed, whereas if you have your capabilities spread over more characters you're more likely to be able to lose one without losing a large part of your firepower - and what this particular team is constructed to do, and the decision on how many characters to have becomes a tactical one in itself.

Oh, and while there are one or two abilities that can lock an opponent down briefly, there aren't a lot of ways to do this, and almost none to do it for extended periods, because for most players it's just not fun.

Tmon, in Tournaments you fight with the same team the entire way through, no changing between rounds. We're still deciding whether to give you a couple of minutes to change your team once you get given a normal mission, but we're leaning towards no, mostly because it makes the process simpler and faster.



Luke


Title: Re: Tactica Online from Imaginary Numbers
Post by: Descended on June 21, 2005, 07:25:20 AM
Have you had to deal with any tilt in game balance yet which caused testers to lean too heavily toward specialists or too heavily towards generalist characters?

I guess I'm fishing for a sense of how focused you can make a character.  Let's say you can decide a character is going to be an archer.  You equip him with archery equipment.  Perhaps there are stat boosts and/or skills that improve your archery damage/rate of fire/range/accuracy/etc.  Can you make a character so focused on archery that if you can give them position and protection from which to snipe they can severely tilt a battle, while at the same time if said archer is caught unprotected he has little to no chance of dealing with an opponent wielding a two handed sword who has closed the gap?  Or would archery mainly be a choice of weaponry?

And now on a complete tangent:  do characters exert any sort of zone of control around them?  If I have a character with a spear standing on a bridge, can an opponent with enough movement simply run past to hand out the pain on a support character standing to the rear of the spearman?

I sure would love to see something of a mix between D&D's attacks of opportunity and X-Com's attacks of opportunity.  D&D (without feat investment) allows any character one attack of opportunity per round, almost regardless of what actions they have taken.  X-Com requires you have time units to consume in making reaction shots, but the focus was on shooting anything that moved rather than controlling movement or actions by hostiles in a space threatened by your melee attacks.  The best of both worlds would allow me to dedicated all or part of a character's turn to either taking opportunity attacks on anything that came within weapon range, or to choose a location or character to protect, allowing interrupt attacks to occur if, for example, the priest your swordsman is protecting is attacked by a hostile character within weapon range of your swordsman.


Title: Re: Tactica Online from Imaginary Numbers
Post by: MrHat on June 21, 2005, 11:09:46 AM
So funny, I was thinking about a team based MMO, and then I read this.

Fantastic.  My Pirate band will rock you!

I really wish that you would institute Guild Halls or Guild Cities.  Let the rewards for the different missions be add-ons to your city.  Let these add ons be nothing but brag stuff.  Statues, walls, different districts, bridges; they could all be related to the different 'faiths' that you are supporting or not supporting.  Win a big battle using lots of magic? Let that friendly wizard reward you with a Leap-of-Faith bridge.  Have your little citizens run across it.

Anyways, back to vicaden (sp) induced naps.  Big bag = bad back.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Tmon on June 27, 2005, 06:38:06 AM
There's a new part of the Q&A up at http://www.mmorpg.com/gamelist.cfm?gameId=188&setView=features&loadFeature=144&fp=1152,864,444989125,20050627092559

Campaigns look interesting, I kinda like the idea of drafting from pre-built characters rather than building from scratch, one of my favorite formats in MTGO is the sealed deck tournements and this sounds somewhat similar.  The article doesn't say how many missions will be in an average campaign or how long they will last, hopefully there will be a range of durations to choose among.


Title: Re: Tactica Online from Imaginary Numbers
Post by: schild on June 27, 2005, 08:12:53 PM
Dana Massey, formerly of Mutable Realms, before that a vault manager at IGN, is apparently working for MMORPG.com.

I just wanted to say that, I don't know it's purpose.

/derail


Title: Re: Tactica Online from Imaginary Numbers
Post by: Falconeer on June 16, 2006, 01:22:15 AM
The rumour started on the official forums, probably because the homepage hasn't been updated since february.

Someone there pointed to the John Nangle's résumée (http://johnnangle.com/Resume/JohnNangleResume.htm), lead artist on the project. It says:

Quote
Work experience
   

August 2004-April 2006, Imaginary Numbers, Sydney, Australia

Lead Artist

§         Project: Tactica Online (cancelled April 2006)

Too bad.
I really had high hopes on this one.


Title: Re: Tactica Online from Imaginary Numbers
Post by: schild on June 16, 2006, 01:33:35 AM
Errr. Damn.


Title: Re: Tactica Online from Imaginary Numbers
Post by: HaemishM on June 16, 2006, 08:40:45 AM
Fuck.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Righ on June 16, 2006, 08:55:24 AM
On their forums, there is the classic comment to this news:

Quote
Well, there's always Vanguard to look forward to.

Indeed.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Tmon on June 16, 2006, 10:18:23 AM
On their forums, there is the classic comment to this news:

Quote
Well, there's always Vanguard to look forward to.

Indeed.

That sucks, I was hoping they were just taking some time away from their boards and website to concentrate on fixing some beta issues.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Threash on June 16, 2006, 12:55:02 PM
Other than warhammer this was the only game i was even mildly interested in, bummer.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Tairnyn on June 19, 2006, 12:08:53 PM
I read this entire thread ignorant of the fact that it was dated 2005. It was a cruel roller coaster ride that ended with a fiery plummet into my inner child. The last fading scrap of hope I had for my gaming life has now been added to the pile of charred and broken dreams.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Merusk on June 19, 2006, 12:22:27 PM
The last fading scrap of hope I had for my gaming life has now been added to the pile of charred and broken dreams.

Our work here is done.  Away!


Title: Re: Tactica Online from Imaginary Numbers
Post by: Viin on November 07, 2006, 08:02:23 PM
So is this game dead or what?

The "latest" news is about new screen shots from March and the Developer's Diary is from October 2005. Wth!


Title: Re: Tactica Online from Imaginary Numbers
Post by: schild on November 07, 2006, 08:40:36 PM
Tons of spam in those forums. :P


Title: Re: Tactica Online from Imaginary Numbers
Post by: Margalis on November 07, 2006, 10:45:48 PM
He's dead Jim.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Falconeer on November 08, 2006, 05:21:53 AM
As stasted a few post above in this topic, the project got canceled in April the Devs started spamming out their CVs looking for new jobs right after that.


Title: Re: Tactica Online from Imaginary Numbers
Post by: Viin on November 08, 2006, 08:08:50 AM
You actually read the individual posts? That's silly.


Title: Re: Tactica Online from Imaginary Numbers
Post by: bhodi on November 08, 2006, 08:20:47 AM
so did I.... fuck, this sounded like fun.