My suggestion would be to definitely include different game modes, but also allow us to customize and fine-tune games settings. Maybe even throw in an option to actually save game settings and name them. That may likely lead to really popular types of games using different settings which would give you a better idea of what people like.
IMO more customizability is not a bad thing at all.|||Just make sure they are easy to apply. Like CT said, don't make the game mode selection screen like an airplane cockpit with hundreds of different settings. I think the custom AI settings panel in SupCom2 is pretty good as a starting point.|||Well, I'm all for freedom, but usually game mode rules need to be carefully crafted for a fun and balanced game. When you mess with them, you'll probably get something stupid.
If we get modding support, then we'll have the freedom to explore different kinds of gameplay. But the "official" gametypes should all be carefully designed to make sure they have the maximum of fun and minimum of suck.|||You know, speaking of modding, if they want to kill two birds at once, make the new modes mods. Then they can test out if modding works the way it is expected to and get the new modes in.
And yes, I am aware that this may lead to "panel full of switches" long term, but hey, it already does sort of in FA.|||Yeah.. I like options and freedom for the players to customize as much as possible, but I understand the need to hide a lot of it so it's not too overwhelming. One solution is to leave a lot of that to modders (and to provide solid, built-in mod support so players can easily load mods on the fly and use them in multiplayer).
I also think they could just give us all the options with a 747 cockpit set of drop-down menus, but hide it all under a few layers.
First, they can group a bunch of those settings together into one or two special modes like this 'hardcore' mode. That can be easily accessible in the game host screen.
Then they can have 'Advanced Setup' menus that are hidden under another layer. It's ok if they're complex, because most players will (I think) just open it up, see that complexity, and then decide to ignore it for now. That's the trick. Almost everybody likes flexibility, but it's important to hide it a bit so a new user feels like they can comfortably ignore it and they're not missing something crucial.
Some simple tool-tips that advise the player to start with defaults can go a long ways towards convincing them that it's ok, they can ignore all of that crazy business and just play the game. In the long run however, those deeper options definitely help replay value. I came to love the customization options in the Rise of Nations lobby, even though I played most of my games under the defaults. Likewise, a lot of GPG fans have clearly come to love the "No X" toggles in SupCom1 and SupCom2. I'll bet a lot of the people who love the no air/no rush games would've given up on multiplayer long ago if they didn't have those options.|||They should get the base game right from the beginning like in SupCom/FA and not like in SupCom 2 where almost no-one wants nukes on. Exclusions and other game modes are nice and all that but they do splinter the community a lot and take players away from ranked play. If your base game is great already that everyone wants to play because there are no real imbalances or game breaking things then and only then can you start thinking about more options/game modes imo.|||Ryuken|||Quoting another post here:
They should get rid of the idea of hardcore mode and put the time they have in serious stuff.
Serious stuff includes: decent interface, balance stuff, good MP environment, possibly beta test, etc.
Basically anything that makes the core game stronger. Useless stuff like this splinters the community and kills a game.
That is my opinion on modes, just get rid of it.|||But what if there was a realism mode where the formations where realistic?
I'm just messin' with ya'.
I still think more game modes would be cool though. But the core part of the game should be focused on first, then maybe added on during the development cycle. Maybe even after the game comes out.
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