Gameplay Trailer!

Discussions about news published on the official website.
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Skink
Posts: 76
Joined: 30 August 2014, 05:09
Location: Christchurch, New Zealand

Gameplay Trailer!

Postby Skink » 18 November 2014, 09:44


lovebunyip
Posts: 426
Joined: 27 August 2014, 04:36
Location: Sydney, Australia

Re: Gameplay Trailer!

Postby lovebunyip » 18 November 2014, 10:15

totally in agreement.
Rogue Factor you have exceeded my expectations!!

looks great and fills in alot of questions i had.
you guys have nailed the atmosphere!
spot the treasure chest at 1:37 ?

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Skaw
Posts: 78
Joined: 21 September 2014, 08:07

Re: Gameplay Trailer!

Postby Skaw » 18 November 2014, 10:24

Looks even better than what I thought! Looking forward to the game.

sandro
Posts: 3
Joined: 18 November 2014, 12:35

Re: Gameplay Trailer!

Postby sandro » 18 November 2014, 12:47

The design look great but did the devs predicted to add a map or a tactic view?

Because it's just impossible to to take one's bearings: they are many streets with mulptiples way, it's a maze (it's cool but if i can't make a global strategy...)

lovebunyip
Posts: 426
Joined: 27 August 2014, 04:36
Location: Sydney, Australia

Re: Gameplay Trailer!

Postby lovebunyip » 18 November 2014, 13:27

sandro no map or tac view i know of. but you can scout a head a little then come back and you don't lose a movement point

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Sputnik
Posts: 22
Joined: 31 October 2014, 11:15
Location: Bavaria

Re: Gameplay Trailer!

Postby Sputnik » 18 November 2014, 13:39

Well made trailer! Game looks quite nice, catched the TT feeling pretty good.

What causes me some headache is the gameplay, seems like its gonna be pretty flat... attack here, run there. next turn attack here run there.
Hope this is just my imagination by seeing 9min ingame action and its been diffused after playing some hours myself. ;)

rocker2k
Posts: 37
Joined: 06 November 2014, 08:42

Re: Gameplay Trailer!

Postby rocker2k » 18 November 2014, 14:47

The design look great but did the devs predicted to add a map or a tactic view?
I totally agree. Would like it if using the map costs you movement points and if the map just marks units at the location at which they have been seen last time, hence it is possible to sneak away

sandro
Posts: 3
Joined: 18 November 2014, 12:35

Re: Gameplay Trailer!

Postby sandro » 18 November 2014, 14:55

I totally agree. Would like it if using the map costs you movement points and if the map just marks units at the location at which they have been seen last time, hence it is possible to sneak away
-> yeah it's the idea: map must be discovered and you can just see the last location of units you have see with your own troops during this turn

kidcage
Posts: 17
Joined: 26 August 2014, 18:09
Location: Mesa, Arizona: USA

Re: Gameplay Trailer!

Postby kidcage » 18 November 2014, 15:22

I loved this, and while I understand the want for a map, and I have a feeling I would like one too, I actually like that you don't necessarily get one. Even in the tabletop version, the idea that you knew exactly where all of your enemies were kind of took some of the initial surprise out of the game. If you're running through the streets of a city, you might know who you are fighting, but you don't know exactly where they are a lot of the time.

So as it stands right now, without getting to play yet, the gameplay video made me kind of smile that unless you are seeing an opponent, you are running blindly.
"Oops? What do you mean oops!?"

sorrowquin
Posts: 192
Joined: 21 October 2014, 18:48

Re: Gameplay Trailer!

Postby sorrowquin » 18 November 2014, 16:25

I hope I'm not the only one who noticed this and I even more hope I'm not the only one who is bugged to no extend by this:
Movement distance seems to be measured in air distance not ground distance!
To me this feels terrible and weird.. I already posted in the EA feedback forum about this, mb some of you can agree?
PS.: backtrack is terrible and should be removed!
PPS.: WE WANT DIVING-CHARGE!


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