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The Last Great War

  • jaboo224
  • August 20, 2005 at 8:17 AM
  • LGW_Mith
    • August 24, 2005 at 6:19 PM
    • #21

    Correct, but the japanese will have that option regardless. The type 98 katana will be a japanese weapon. Atm, we're unsure of whether to give that only to certain classes, or only to be picked up on the map. That'll all be determined during balancing. In theory, in the future after the first release, we may make it an option for an allied soldier to pick up a katana and battle against another japananese soldier with a katana.

    Regardless, even though we have some unique ideas for some melee features, they are minute compared to our plans for the actual gameplay, objectives, and combat physics we're looking for.

    We want a game that feels realistic while at the same time very fun. We want all movement in the game to be very fluid, smooth and dynamic. Not jerky and static like some realism games where u really feel handicapped, slowed down, etc..

    Jamming only occurs on machine guns, atm this may change, but it seems like a good idea. For the most part, random jamming will confuse players. But our safe vs. quick reload feature really adds a unique element to the game for machine gunners. Reloading quickly will be more prone to jamming than reloading carefully. In the end though if we determine it hinders the fun, we'll simply scratch it.

    We're using historical accuracy where we can, but for the most part, we're trying to create a fun game for launch, and then once we're released, and established, begin to base maps a lot more carefully on historical locations, etc.

  • von*ferret
    • August 30, 2005 at 7:35 AM
    • #22

    as far as I'm concerned your game mechanics should be defined and use your aesthetics to help emphasize the game mechanics. At least that how i'd define something.

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