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7,62 Tactical action game, sequel to Brigade E5

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Old 01-29-2012, 11:08 PM
Kyle Kyle is offline
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Wow! That would be neat if one could learn from making mistakes in a game. I've never heard of that for any role playing system, but it makes sense on a lot of levels. If such is the case for 7.62, then it's an even better simulator than I thought.

I've never paid that much attention in regards to how gains points in skills and stats. I only know of the most basic ones, such as deliberately firing a new weapon 100 times to become familiar with it, overburdening oneself and then go running back and forth a bunch of times, staying crouched and sticking to shadows boosting stealth. I didn't realize that it could be as fine-tuned as what you're asking. It would be nice to know with more specificity of how attributes and skills can be increased with greater certainty.

The flip side of knowing that, though, is the temptation to "game" the system. Having them fire off a hundred rounds with a new weapon doesn't feel like "gaming" the system to me, because it makes sense to target practice and extensively handle a weapon that's new to you. A player could call it "physical conditioning" to load up their squad with maximum weight, and then have them run back and forth till they're exhausted, but, for some reason, that feels "gamey" to me, even though it's a perfectly logical thing to do in the real world.

In some ways, I'd rather just handle my squadmates in a certain tactical fashion, and have them "naturally" evolve from the testing of their bodies/skills/minds to certain situations as they're exposed to/learn from them. If the development team created an engine that does a good job of doing this, then my admiration of them is only going to grow even more.

Thank you
for the "heads up" on the prospective timeline of the releases R@S. It'll be helpful in regards to reserving time with my increasingly hectic schedule.
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Old 01-30-2012, 01:56 AM
Headshot Headshot is offline
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@Kyle

I consider it training, as you are a Merc, and should know how and what to train in order to get the best from your men. You also have to invest a great deal of actual game time commanding your guys to do whatever training is required.

Example - When your agility is around 80 or so it takes over 1.5 hours ( game time not real time ) to get your soldier to gain 1 point which can only be done once in a 24 hour period. That is about 12 -15 minutes sitting at your keyboard dedicated to training your merc or mercs in one stat ever game day. I dont think that would be considered gaming the system. If you want to gain the max of 15 Agility points you will spend about 4 hours of real time over a period of 15 game days just to raise that single stat. Also with all the game crashes I get I have to save about ever 5 minutes while training so I dont loose more than that when it happens.

I have found that training agility is fastest gained by overloading your guys so your net energy output is at about 150% and going prone and just going back and forth along a long street. Doing it crouched adds about 2 to 5 minutes of game time to this.

After you gain the 15 points in agility you can't train it any further, you must either cheat or use the skill progression by level, if activated in 1.9 at the beginning of the game.

I figure yea I can shoot off 100 rounds to be familiar with a weapon, and wouldn't you as a real Merc or soldier get used to your weapon and train with it BEFORE you went into combat with it?

I see these as great things that are built into the mechanics of the game and where there to be used by those who want to spend the time to do them and get the most out of their team.

But everyone plays differently and that is why the game is so good. I play JA2 and all its incarnations and love that game as well. This is a different animal and factors in alot of things no other game company put the effort into when they created a squad based war game. I just wish it was a lot easier to mod and that the source code could get released as well as a good editor.

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