Poll: Reduce or not reduce RTW speed?

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  1. #1

    Default Re: RTW speed: reduce or not reduce?

    Quote Originally Posted by Blodrast
    well, IMHO, "waiting for the full release to see if the speed needs tweaking or not" is an exercise in futility, because if it turns out that it does need to be tweaked indeed, well, it would be too late to do anything anyway.
    Sure, there might be patches, at some point in the future...

    I do agree that we might be drawing erroneous conclusions due to the inconclusive data that we were exposed to, this being a demo and all. But that's pretty much all we can do right now.

    After all, it is possible that higher valour troops run faster, or fatigue affects speed in various ways for various units, we don't know deep the changes run.

    So again, we're drawing conclusions on the limited set of data that we were provided.
    Faith lies in the CA guys that they know what's really going on and can tell which of our issues are false issues or non-issues, and hopefully do the right thing in the final release.
    I agree with that. However, after screaming women, head hurlers etc I find my faith disappearing. It seems CA wants to turn RTW into a standard RTS, with 'special attack' (will the druids now cast magic or heal?) and the fact that names are mentioned and the speed of legionaries carrying heavy shields (scutum) and armour they run like crazy.

    I think they need to incorporate three speed levels. Normal, aka walk, fast, aka run, and then charge. Charge will only be used for a short period, it is a sprint, and cannot be maintained for more than 50-100 meters. So first you walk, then run and finally charge. The charge can also only be used when enemy units are within range.

    But now the running speed needs to be turned down. This is the only concern. And since Yuuki has desected the numbers, it is safe to say that this will be true in the game for every infantry (except the obvious slower ones), however, killing speed cannot be jugded because of uneven valour/honour what ever.
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  2. #2
    Lord, Cartographer and Poet. Member King Azzole's Avatar
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    Default Re: RTW speed: reduce or not reduce?

    The more I watch the unit speeds the more im convinced they are running about the top speed a human/horse can do in real life based on there movement across the terrain. I think the speeds are perfect.

    But I do agree, running at full speed drains endurance fast for real people, so there should be a jog mode also. So you would have march, jog and sprint. Sprinting speeds in game now are deadon the more I watch them.
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  3. #3
    Senior Member Senior Member 1dread1lahll's Avatar
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    Default Re: RTW speed: reduce or not reduce?

    puzz is correct, the game speed is to fast,....CA said before that they were going to increase it; the only reasion was because of the increased map size....it was made faster for MI and the speed was too much for 'noobs' to multi and eventualy patched back to the origional speed

  4. #4

    Default Re: RTW speed: reduce or not reduce?

    I just played the Trebia battle with all the Roman maniple infantry and the Carth heavy poeni inf set to experience 8. I did increase the size of the Carth poeni to 90 men and the barbarian inf to 80 men. I made all skirmishers on both sides 80 men. I left all the cav unchanged except I inadvertantly reduced one sacred cav from 60 to 40, and didn't change the elephants. When I played this modded battle at medium difficulty the infantry fought for a long time, the casualty rate seemed low and cav did not plow through them. The two sacred cav in the rear were actually blocked by two triarii. The importance of the elephants in achieving the win seemed increased, although, one got spooked and almost cost me the battle, and I had more time to give individual unit commands. So, it played a lot slower as far as fighting speed (rate of casualties), and the cav couldn't blow out big infantry units, but the infantry was pumped up a lot higher than the cav.

    I then played with all units set to exp 0, weapon 0 and armor 0 at CBR's suggestion, but the battle was over very quickly with a mass rout of all the Romans once the elephants engaged. Total casualties were 1/2 what I got with the higher exp modded game (700/200 with exp 0 and 1400/400 with pumped up inf). This shows that morale is still tied to the experience upgrade.

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  5. #5
    The Black Senior Member Papewaio's Avatar
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    Default Re: RTW speed: reduce or not reduce?

    The sprinting for long periods of time... maybe their should be a speed switch in options:

    ammo on/off
    speed realistic/arcade
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  6. #6

    Default Re: RTW speed: reduce or not reduce?

    It's more the killing speed that I think is the issue. It really sucks to have be like pause....orders, watch 2 seconds, pause, orders

  7. #7
    Member Member Stuie's Avatar
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    Default Re: RTW speed: reduce or not reduce?

    Quote Originally Posted by Puzz3D
    I just played the Trebia battle with all the Roman maniple infantry and the Carth heavy poeni inf set to experience 8. I did increase the size of the Carth poeni to 90 men and the barbarian inf to 80 men. I made all skirmishers on both sides 80 men. I left all the cav unchanged except I inadvertantly reduced one sacred cav from 60 to 40, and didn't change the elephants. When I played this modded battle at medium difficulty the infantry fought for a long time, the casualty rate seemed low and cav did not plow through them. The two sacred cav in the rear were actually blocked by two triarii. The importance of the elephants in achieving the win seemed increased, although, one got spooked and almost cost me the battle, and I had more time to give individual unit commands. So, it played a lot slower as far as fighting speed (rate of casualties), and the cav couldn't blow out big infantry units, but the infantry was pumped up a lot higher than the cav.

    I then played with all units set to exp 0, weapon 0 and armor 0 at CBR's suggestion, but the battle was over very quickly with a mass rout of all the Romans once the elephants engaged. Total casualties were 1/2 what I got with the higher exp modded game (700/200 with exp 0 and 1400/400 with pumped up inf). This shows that morale is still tied to the experience upgrade.
    This is exactly why people shouldn't be judging the full game based on the one-sided demo. The demo is designed for you to kick butt no matter what you do, and get a small taste of the grapics and such. Obviously once there are balanced sides involved, the battles will play out much differently.

  8. #8

    Default Re: RTW speed: reduce or not reduce?

    This is why I voted run speed only. For that can EASILY be measured. Simply, with such a big shield, armour, helmets, weapons ON SNOW and HUNGRY among 96 others you CANNOT run like that, no way. Maybe slingers could run fast like that, but not a legionary. Looks like the frickin ghosts in lotr3
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  9. #9
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    Default Re: RTW speed: reduce or not reduce?

    Hello,

    There's a nasty glitch in this software preventing people to vote in certain posts. I looked at it at the database level and it tells user A has voted at time 0 and the vote is for an option that even isn't there. In other words:a poll is filled with false casts by the board.

    The mail to support is already sent, until then I can't do much more than deleting the false entries. This one is cleaned up now, affected over a 100 users. Try to cast your vote again if it refused before, it should accept now.

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  10. #10
    Cellular Microbiologist Member SpencerH's Avatar
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    Default Re: RTW speed: reduce or not reduce?

    The demo 'felt' like an RTS game to me so I'd have to vote for slowing the whole thing down. As has been said though, it may be due to the one sidedness of the battle settings. Given that we're probably only one month from release, any changes will have to go on a patch since I would guess that the initial production would have to be complete.
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  11. #11
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: RTW speed: reduce or not reduce?

    I just played as the Romans, BEFORE they cross the river, and I now think there is no need to slow things down. It just feels faster because the armies are very close together, but once you start further away it's fine.

    Of course how fast units tire is another matter.
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  12. #12
    Teppo Taisho Member Maeda Toshiie's Avatar
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    Default Re: RTW speed: reduce or not reduce?

    Quote Originally Posted by 1dread1lahll
    puzz is correct, the game speed is to fast,....CA said before that they were going to increase it; the only reasion was because of the increased map size....it was made faster for MI and the speed was too much for 'noobs' to multi and eventualy patched back to the origional speed
    The reason of large maps for increased speeds spell disaster for the game. The speed bar (currently lacking) is for that. I cant believe fully armoured infantry in formation running like they are sprinters.

    One thing many fail to realise is this, running in formation while wearing armour and wielding sharp objects is impossible.
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  13. #13

    Default Re: RTW speed: reduce or not reduce?

    Quote Originally Posted by King Azzole
    The more I watch the unit speeds the more im convinced they are running about the top speed a human/horse can do in real life based on there movement across the terrain. I think the speeds are perfect.

    But I do agree, running at full speed drains endurance fast for real people, so there should be a jog mode also. So you would have march, jog and sprint. Sprinting speeds in game now are deadon the more I watch them.
    Exactly. They shouldn't be sprinting because a 100 man unit of guys with heavy armour and long spears just CAN'T sprint, especially if they are to keep anything resembling formation.

  14. #14
    Member Member Thoros of Myr's Avatar
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    Default Re: RTW speed: reduce or not reduce?

    I like your 3 speed idea Sjakihata, it would certainly add more balance to the game.

    I would like to point out that when they are given a favorable condition (flank or elevation) the high valor units lliterally kill weak units so fast that it's not humanly possible. It's so fast it's like they have automatic, lock-on, laser guns. Again this is only in certain conditions and with high valor vs weak, but it's just not right and was very jarring the first time I saw it.

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