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  Tips to Improve nCoC - 02/19/06
By: GRAND_MASTER
Source: Call of Combat Forums

well like I mentioned before, he doesnt have to be the ONLY person developing this thing. 5 years is a long time to work on something, and I can imagine its just difficult to go "ok time to work on this... again" and actually bring oneself to do it.

as far as other forms of advertising goes-

I only go with what I know of. I added a link to call on "chain of command"'s page in wikipedia. I've never heard of softpedia.

Additionally , I dont think the voting thing thats going on will ever help much. Theres just too much "vote for the best of" on the 'net for it to be useful. Besides, the people only look at the page to see how their game is doing- not because they're looking for something new.

My picture in that other post-

Honestly I think people will respond better if they are just glancing at the front page to a picture that shows lots of people playing vs. a picture of just two people playing. That picture of all the dead bodies and grenade holes gives the game a very action look and lets people know that they aren't the only ones who would play it. Ideally a picture with less compression than the one I put up would work better too, but I didn't bother to save a higher quality version.

Getting better graphics would also work, although I have no clue how much better graphics add to the game's overhead. I think keeping the game's system requirements as low as possible is a must. If it gets to the point my 900 Mghz laptop can no longer run this...

Some user interface issues-

one thing about the game is that its a game of interface. Its NOT supposed to be easy to control your guys. The thing is, I think that some of this stuff could be automated or tweaked to be slightly less frustrating. Having things make more sense will help with new players and help keep old ones. Heres a list of things that are changable that I think would give the game more polish:

movement - When moving as a group, some guys get left behind because their target spots are either on walls or off the screen. Ideally it should be as in chain, where the closest valid spot is chosen. Also, one annoying thing is issuing commands when moving- if your almost to the next tile, you'll be bumped all the way back to the tile you just were on. It seems reasonable that hte command could be delayed the one tenth of a second it would take to reach the next tile instead of bumping you back.

that shooting thing - If you issue a command right when a guy is firing, its always canceled right afterwards. Again, this can lead to, say, guys being left behind when issuing a team move command.

grenading - laying down takes twice as long as standing up, yet when your running which version your guy does depends on what it was. Also, there is an inconsistancy between the "bump" that occurs when you issue a command and when you can grenade. Apparently, you can throw a grenade right when you almost reach a new tile, but then be bumped all the way back to the old tile. I've noticed this creates a lot of grenade-fest stalemates. This sorta goes back to the movement thing. Another thing is that hte direction you face when your laying down can dictate whether you can throw through a window or not. I think this might be the LOS thing you were talking about.

grenade visibility - I dont think it would be hard to make it so players cant see enemy grenades. As I've mention before, you cant set up traps near windows with grenades because the guy will always see the grenade come from nowhere and avoid it.

hit percentages - Its known that the pseudorandom number generators on computers aren't really random, and based on waht i've seen in games, this one seems to hit the "extremes" a little often (as with most simple random number generators). There are ways of improving random number generators to make them more random.

voting - It should be at least written somewhere on how to do map votes and vote kicks....

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As I've also mentioned earlier, I'm not just throwing ideas out and expecting someone else to spend the work on them. I and others around here are definately capable of helping with development.

Besides, updates are an excuse to re-post on happy penguin.

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