Eder said:And yes, it's easier than UE... so far.
None at allDyret said:Any chance you'll release a better models/textures patch for UE later?
I agree with that.Dyret said:Play it like Wing Commander 2. But you have to be quite skilled to get through it anyway. Afterburning alot is also smart in the stiletto.
Yes.not1337enough said:Okay, so is there any reason for that insane difficulty level (other than bragging rights, that is)?
We'd improve the AI if we could, because it needs improvement badly - you're right on that. It's worth pointing out that the enemy AI works the same way as the friendly AI, though.not1337enough said:Why the hell do I have to be responsible for the crappy AI getting raped?
The Sabres you face are the ones which were captured and which were all acounted for since the first mission. The amounts of Talons and Tarsuses is canon as per Privateer's random-enemy-generator (which in practice makes anything canon ).not1337enough said:is it credible that a bunch of sorry ass pirates would have an armada at their disposal AT EVERY FREAKING NAV POINT?
Maybe for an individual, yes. But me, I think there's too many easy WC games out there already. When I sat down to think about what I was going to do with my mod, I figured the community would benefit from having *one* challenging WC game (UE doesn't count in this sense - its only as difficult as WCP/SO pushed to more extreme limits) more than from having *yet another* easy one. There's the reason for our insane difficulty when compared to official WC games. So yes, I guess you can say this is aimed at a bit of a different audience (which I wouldn't define as "leet", but that's another matter).not1337enough said:But making it a 1337-only mod really hurts the overall result.
Yeah, I know. Only the friendly AI is heavily outnumbered and/or outgunned.Eder said:We'd improve the AI if we could, because it needs improvement badly - you're right on that. It's worth pointing out that the enemy AI works the same way as the friendly AI, though.
Well, okay. But beating Confed by means of attrition? The cats would have a hard time trying to take over Gemini with that kind of pirate density!Eder said:The amounts of Talons and Tarsuses is canon as per Privateer's random-enemy-generator (which in practice makes anything canon ).
No, it's not that. As I said, I actually enjoy tough dogfights and after replaying the first missions a couple of times I manage to stay in one piece on Ace. Problem is, the friendlies don't. Not in Ace, not in Rookie. And if they die, the mission fails.PopsiclePete said:I just don't get it. Why are people so reluctant to lower the difficulty setting below the default setting ? I never heard or anyone who complained of Standoff or Unknown Enemy being too hard on rookie. What are you affraid of ? To fall in dishonor ? Then prepare for mine: although I've been on both development teams and build missions for both, I play UE and Standoff on rookie.
Well, remember the Lionheard is chasing a bunch of organised pirates, so that "pirate density" you're talking about is not just random encounters, rather the pirates throwing everything they have at the Lionheart's crew trying to cover their base, and then their escape.IkeepgettingOWNT said:The cats would have a hard time trying to take over Gemini with that kind of pirate density!
Part of your problem might be that Standoff keeps tracks of the ships you loose, so each time you loose a fighter, it won't be there in the next battle. Replay from the beginning paying special attention to your wingmens, and you should do fine in the last big battle (then it's not relevant to save your wingman's ships anymore, since you're gonna be re-supplied at the start of Episode 2). If you lower the difficulty a bit, it might give you the slight edge you need to save your wingman's asses. If a player as rusty as me can manage it, you can tooIkeepgettingOWNT said:No, it's not that. As I said, I actually enjoy tough dogfights and after replaying the first missions a couple of times I manage to stay in one piece on Ace. Problem is, the friendlies don't. Not in Ace, not in Rookie. And if they die, the mission fails.
not1337enough said:Why the hell do I have to be responsible for the crappy AI getting raped?
Quarto said:never to pursue running enemies.
We certainly don't have to have big battles - we could just as easily (heck, it would be a lot easier for us - much less work) to pretend that we're limited to a grand total of 16 ships per mission like in WC2. So, that's you, your capship, a wingman, and up to 13 enemies. Add a friendly capship to defend, you're down to 12. Add another friendly wing, you're down to 10. Yeah, we could do that - but then I don't think anybody would take our rendition of the Battle of Terra seriously, not when just trying to depict the a fraction of the Kilrathi fleet would leave us with no space for any Kilrathi fighters.Maj.Striker said:I've heard the explanation that the WCP was designed for large numbers so that why we "have" to have large battles but I think that's the kind of reasoning that birthed Freespace.
In Privateer, bartenders keep telling the player that Confed is outclassed by everyone and their mothers, losing capships left and right... and everyone seems to think Gemini will eventually fall. It never does, however, so your theory might just be correct - something clearly prevents the cats from taking over Gemini.IkeepgettingOWNT said:Well, okay. But beating Confed by means of attrition? The cats would have a hard time trying to take over Gemini with that kind of pirate density!
Being a Wing Commander has never actually made the player feel responsible for anything in any WC game. That's another point we wanted to address. Keep your buddies alive is supposed to be rule number one, try to single-handedly accomplish the mission objectives is supposed to be rule number two (yes, Blair, I'm looking at you and your entire career). We can't make the wingmen fly better so that they are more useful, and that's too bad. We still can make you feel like you should take care of them, though, so we do.IkeepgettingOWNT said:...a couple of times I manage to stay in one piece on Ace. Problem is, the friendlies don't. Not in Ace, not in Rookie. And if they die, the mission fails.
Well, what Quarto said, plus the fact that in WC2 you had one wingmen, whereas in Standoff you'll *always* have at least five (provided you're good enough a wingleader to save them from themselves ).Maj.Striker said:WC2 missions ranged anywhere from 5 to 12 total enemies tops in a mission. Never the 12 all at once.