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SEE Build Times


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#1 Nazgûl

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Posted 30 October 2009 - 11:47 AM

Time to make a dedicated topic of this matter ;)

could you guys make another ver of see with a faster gameplay ? :p

We won't make another version, but I will tell you something that probably will make a lot of players happy...
I will change build- and recruit times into a more logical gameplay...
1) Structure buld times will be increased!
2) Unit buildtimes will be decreased!

This should feel even more more logical, realistic and "rewarding" when playing. It would defenitely take longer to build a house than it would to mobalize a horde... right? ;)

Anyways, I know many players have been upset with the long recruit times for units in SEE, so I hope that this will please many fans and players =)

Edited by Nazgûl, 14 November 2009 - 04:58 PM.

// C}{riZpc_punch.gif
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#2 Dant

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Posted 30 October 2009 - 11:54 AM

Hmmm...

Fair Enough, Well no problem at all, I prefer long games. ;)
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#3 Sûlherokhh

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Posted 30 October 2009 - 11:54 AM

Finally. Farms go up too fast for my tastes. And reducing BuildTimes of troops just a little bit isn't bad at all. ;)

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#4 Nazgûl

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Posted 30 October 2009 - 12:03 PM

;)

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#5 Archon

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Posted 30 October 2009 - 12:04 PM

Just to be clear: Are the BuildTimes for units and structures decreased/increased from the original game settings, or from the modified settings?
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#6 Sûlherokhh

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Posted 30 October 2009 - 12:13 PM

From Beta 4.5 Settings.

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#7 drogoth232

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Posted 30 October 2009 - 12:26 PM

Personally, the long buildtimes for everything really annoyed me. Just my two cents.
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#8 Nazgûl

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Posted 30 October 2009 - 03:40 PM

lol yeah, trust me... we know ;)
About as many as those who liked it, an equal amount of ppl hated it.

Doing this change will still keep "realism" and the decreased speed of SEE gameplay, but in a much more logical way. You'd probably still have to wait pretty long for heavy units, but it won't be from "building" them, or mobilizing them as I prefer to call it since it should mostly be a matter of grabbing their arms and armor and ruch off to battle ;) But building a house takes time... ;p

*splitting into new topic*

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------


#9 CTLN7

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Posted 30 October 2009 - 04:27 PM

still faster gameplay means wining or losing faster

#10 Florisz

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Posted 30 October 2009 - 04:42 PM

And more time for other things ;)
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#11 Nazgûl

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Posted 30 October 2009 - 07:35 PM

What other things are there? ;)

*kidding* ;)

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
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>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
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#12 CTLN7

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Posted 30 October 2009 - 07:36 PM

yeah well your "realistic" thingy ruins the fun ;) thats the main reason i dont play see,well no kidding with this i know quite many peoples that dont like see because of laggy matches

Edited by CTLN7, 30 October 2009 - 07:38 PM.


#13 Sûlherokhh

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Posted 30 October 2009 - 08:07 PM

The main reason for lag is the high resources the computer needs to run all the high def skins in large numbers.
As a player you can only abstain from using the additional camera angles. We can possibly add lores versions of the skins to the objects as a bonus, but it'll add to the download size somewhat.

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#14 CTLN7

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Posted 30 October 2009 - 08:21 PM

i was talking about 1 hour matches ,the slow gameplay ,the laaaaag
and high res skins are no prob for today comps

Edited by CTLN7, 30 October 2009 - 08:21 PM.


#15 Nertea

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Posted 30 October 2009 - 08:24 PM

Liiies. It's the game engine that doesn't scale well, not the computer.

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#16 drogoth232

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Posted 30 October 2009 - 08:31 PM

Could you add random models running in, out, and around the barracks?
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#17 Sûlherokhh

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Posted 30 October 2009 - 08:56 PM

Liiies. It's the game engine that doesn't scale well, not the computer.

What do you mean exactly? I was under the impression it was stuff on screen that made it diffcult.

I forgot something, since it's been a while. EA also had low poly models for the low settings. I don't think we are going to take every single new model and subtract polies for performance. ;)

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#18 Archon

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Posted 30 October 2009 - 09:07 PM

Maybe in 4.9...
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#19 Nertea

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Posted 30 October 2009 - 09:07 PM

So hardware determines the hard capacity of the computer to display content. The video card sets a cap on how fast it can process geometry, sprites, anything graphical.

However, those are absolutes - games just don't run off the video card, they have to run through their engine and the various interfaces it uses. This means that how the engine is programmed is a large factor in determining how fast the game runs. You could take two games with different engines, stick an identical amount of render data on the screen, and they probably wouldn't run the same. More efficient rendering methods, better organization of data, different algorithms for doing stuff all factor in. This means that you usually run into problems if you just uprate the graphics. A quick example - hack Starcraft, set the unit cap to 32k, and fill the screen with units. You'll start to see errors, and these errors will not disappear if you upgrade your computer. They are products of the engine.

This is why companies like to brag about 'scalable' engines - it means that you can keep increasing the amount of stuff it renders and not suffer any more performance drop than might be expected if rendering another 100k polys. Other companies use an old engine and scale it far more than it should. SAGE is an example of the latter - compare the system requirements for RA3 to BFME2s, and compare their graphics. There are diminishing returns past a certain point.

Basically what I'm saying is that for rendering data, there is a hardware cap set by your machine, and a software cap set by the engine. BFME/BFME2 is generally limited, in my experience, by the software cap.]

Edited by Nertea, 30 October 2009 - 09:09 PM.

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#20 Nazgûl

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Posted 30 October 2009 - 09:13 PM

As a side note, I might add that my laptop runs SEE much faster than my stationary...

2GHz CPU, 2 GB RAM, 512 MB GeForce 7900
vs
2,5GHz CPU, 4 GB RAM, 512 MB GeForce 9600 (laptop)

// C}{riZpc_punch.gif
"Do not come between the Nazgûl and his mod!"
SEE_Banner_2008.jpg
SEE-Team_Leader.jpg
----------------------------------------------------------------------------------------------------
>>>>>>>>>>>>>>>>>>>>>>> I S.E.E. YOU! <<<<<<<<<<<<<<<<<<<<<<<
----------------------------------------------------------------------------------------------------





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