Team Assault Wish List

Team Assault is a 3D turn based tactical game where players fight in close combat action at a squad level.

Moderators: Slitherine Core, Zeal, Team Assault Design

Laxen
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Post by Laxen » Thu Nov 03, 2011 12:22 pm

That's great. We'll probably go back and watch this thread later on, and then it's really easy for us when it's summarized in the beginning :)

VonRyan: A Korean or Vietnam version sounds very interesting!
Rasmus Davidsson
Lead Designer at ZEAL Game Studio

MajVonRyan
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Post by MajVonRyan » Thu Nov 03, 2011 12:57 pm

Xerkis wrote:Thanks.
There are some nice discussions going on and I would hate to see anyone’s ideas be missed in the potentially long list of posts.

…….. Including mine.
:wink:
Nice one, Xerkis! Another great idea re: 'first post' :)

MajVonRyan
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Post by MajVonRyan » Thu Nov 03, 2011 1:13 pm

Laxen wrote:That's great. We'll probably go back and watch this thread later on, and then it's really easy for us when it's summarized in the beginning :)

VonRyan: A Korean or Vietnam version sounds very interesting!
Hi Laxen,

Possible future versions of team assault:

Would the game system have the capacity or flexibility to handle earlier battles such as the American Civil War, The English Civil War (Cromwell vs. King Charles), English vs. the French war and the use of battle axes, swords, long bows, cross bows and large catapults?
It would be a major mod – upgrading the weapons system, uniforms, armour etc :roll:
Last edited by MajVonRyan on Thu Nov 03, 2011 2:31 pm, edited 1 time in total.

Laxen
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Post by Laxen » Thu Nov 03, 2011 1:43 pm

The game mechanics would definitely work in that setting. The only problem I can right away see is how to "force" or encourage the player to move squads/regiments in ranked formations.
Rasmus Davidsson
Lead Designer at ZEAL Game Studio

MajVonRyan
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Post by MajVonRyan » Thu Nov 03, 2011 2:01 pm

Laxen wrote:The game mechanics would definitely work in that setting. The only problem I can right away see is how to "force" or encourage the player to move squads/regiments in ranked formations.
Skirmish,

However, I have noticed in the http://youtu.be/Z6gUBs0wMCw vid, when the soldiers are moved or move behind the sandbag walls they form up behind the wall, in a straight line. Therefore, ranked formations would be part of the battle. For example, small hedgerows, fences or small poles in the ground, which the soldiers could form up behind. Once the battle starts the troops would skirmish.

Image a English vs. Scottish battle! 8)

Xerkis
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Post by Xerkis » Thu Nov 03, 2011 2:12 pm

VonRyan wrote:Would the game system have the capacity or flexibility to handle earlier battles such as the American Civil War, The English Civil War (Cromwell vs. King Charles), English vs. the French war and the use of battle axe, swords, long bows, cross bows and large catapults?
It would be a major mod – upgrading the weapons system, uniforms, armour etc :roll:
OK, you know what question I need to ask the Zeal folks.......

What file(s) is all of this stored in and where? (The weapons, uniforms, etc.)

I truly fear the answer though.

MajVonRyan
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Post by MajVonRyan » Thu Nov 03, 2011 2:20 pm

Xerkis wrote:
VonRyan wrote:Would the game system have the capacity or flexibility to handle earlier battles such as the American Civil War, The English Civil War (Cromwell vs. King Charles), English vs. the French war and the use of battle axe, swords, long bows, cross bows and large catapults?
It would be a major mod – upgrading the weapons system, uniforms, armour etc :roll:
OK, you know what question I need to ask the Zeal folks.......

What file(s) is all of this stored in and where? (The weapons, uniforms, etc.)

I truly fear the answer though.
Look under the wish list - just behind the space hulk mod and Rome vs. the world.

Laxen
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Post by Laxen » Thu Nov 03, 2011 3:28 pm

Unfortunately, like so much else, all the gear stats etc are all programmed directly into the game and not in scripted files :/
Rasmus Davidsson
Lead Designer at ZEAL Game Studio

Xerkis
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Post by Xerkis » Thu Nov 03, 2011 3:45 pm

Image

NOOOOOOOOOOOOOOOOOOOOO

teamgene
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Post by teamgene » Sat Nov 05, 2011 12:23 am

Bazookas had smoke/WP rounds will these be in the game?

Xerkis
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Post by Xerkis » Sat Nov 05, 2011 1:48 am

teamgene wrote:Bazookas had smoke/WP rounds will these be in the game?
As of now, there is only a “normal” bazooka round. But the way the selections are set up during game play for other things (frag vs. smoke grenades, single vs. burst shot) it wouldn’t be too difficult to add the selection of different rounds in to the bazooka. I think the main area of change would be how the Force Builder would handle the selection of the two rounds for your squad, because there isn’t an ammo selection in Force Builder; only a weapon selection.
Unless maybe there was added a new equipment that only the soldier with the bazooka could carry that had the smoke rounds in it.

(Mostly I’m just thinking out loud here.)
:?

Xerkis
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Post by Xerkis » Sun Nov 06, 2011 1:43 am

Summary list updated
(Top post on thread)

MajVonRyan
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Post by MajVonRyan » Sun Nov 06, 2011 11:05 am

Xerkis wrote:Summary list updated
(Top post on thread)
Hi Xerkis,

Your summary list is a great idea. It makes it a lot earlier to review the wish list.

Xerkis
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Post by Xerkis » Sun Nov 06, 2011 11:57 pm

VonRyan wrote:
Xerkis wrote:Summary list updated
(Top post on thread)
Hi Xerkis,

Your summary list is a great idea. It makes it a lot earlier to review the wish list.
Thanks. Just trying to do what I can.
:)

Laxen
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Post by Laxen » Mon Nov 07, 2011 9:55 am

teamgene wrote:Bazookas had smoke/WP rounds will these be in the game?
I didn't know this. Would have been a cool feature :)
Rasmus Davidsson
Lead Designer at ZEAL Game Studio

MajVonRyan
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Post by MajVonRyan » Tue Nov 08, 2011 10:43 am

Laxen,

Question:

If you can design tanks which have a crew (inside) would it be possible to apply the concept to the 'crewing' of buildings? Think of the building as the inside of a tank with the different positions being 'doorways, roof, window etc'. The soldiers would be able to fire from the building and be fired on but the enemy would not be able to enter 'strongholds'.

Laxen
2nd Lieutenant - Panzer IVF/2
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Posts: 666
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Location: Visy, Gotland, Sweden

Post by Laxen » Wed Nov 09, 2011 10:04 am

Ye, that was about the plan of how to add enterable building to the game from the beginning. Then we went for a more simplified version, which we then scrapped because it would take almost as much time but with even less result. It all comes down to time being a limited resource :P
Rasmus Davidsson
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Xerkis
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Post by Xerkis » Wed Nov 09, 2011 11:46 am

Laxen wrote:Ye, that was about the plan of how to add enterable building to the game from the beginning. Then we went for a more simplified version, which we then scrapped because it would take almost as much time but with even less result. It all comes down to time being a limited resource :P
Stupid clocks and calendars.
:roll:

MajVonRyan
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Post by MajVonRyan » Sat Nov 12, 2011 3:37 am

Laxen wrote:Unfortunately, like so much else, all the gear stats etc are all programmed directly into the game and not in scripted files :/
Hi Laxen,

Will that make the game harder to modify at a later date re: possible future projects such as World War 1 etc?

Xerkis
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Post by Xerkis » Sat Nov 12, 2011 1:12 pm

VonRyan wrote:
Laxen wrote:Unfortunately, like so much else, all the gear stats etc are all programmed directly into the game and not in scripted files :/
Hi Laxen,

Will that make the game harder to modify at a later date re: possible future projects such as World War 1 etc?
Thus why my negative yell above.

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