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EA developing System Shock 3

 
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Werner Spahl

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Since: Jun 13, 2005
Posts: 718



(Msg. 136) Posted: Sun Aug 27, 2006 2:00 pm
Post subject: Re: EA developing System Shock 3 [Login to view extended thread Info.]
Archived from groups: comp>sys>ibm>pc>games>rpg, others (more info?)

On Sat, 26 Aug 2006, Xocyll wrote:

> Except ammo was ALWAYS a concern in Bloodlines, since it got capped off.

I think the capping was not the problem but the cost. We just recently
noticed that .38 ammo was expensive out of proportion and changed that,
but I really liked for once not having full ammo for every weapon!

> The character sheet equipment screen generally ISN'T "inventory",

Maybe, but I would like to finally see a character only carry the weapons
that he would be able to, not all of them (FPS) or those that somehow fit
into some inventory grid that has no connection to reality (classic RPG).

> I don't know HOW you can claim that having an inventory limited by
> weight is "going in the FPS direction", since items having a weight is

I stated "only limited by weight" and "only" is important here. You didn't
have the usual RPG inventory grid anymore but more a FPS kind of listing.

> Having to decide what to take and what to leave IS a choice - one
> Bloodlines completely sidestepped by letting you carry _everything_ and
> not letting you get rid of some things at all.

You could not carry everything and you could drop any weapon you carried.
Maybe you could not sell ammo but that is a different thing. Also again I
liked to have the choices at hand which of course is more FPS like.

> Having to decide which weapons you were going to develop skills in is a
> choice and one that also interacts with the inventory limitations.

Yes, but it was limited to an amount that made you force to play the game
again with another character when you wanted to go into another direction.
That's a thing I rarely do, never ever did it with Bloodlines with all the
patching taking my time. Maybe this is the more pure RPG way, but e.g. in
Oblion you also got to be chief of every guild and brotherhood in one go,
which shows to me that the trend goes in that direction. We will see...

--
Werner Spahl (spahl@cup.uni-muenchen.de) Freedom for
"The meaning of my life is to make me crazy" Vorlonships
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Xocyll

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Since: Dec 20, 2003
Posts: 2044



(Msg. 137) Posted: Tue Aug 29, 2006 12:32 am
Post subject: Re: EA developing System Shock 3 [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Werner Spahl <spahl.RemoveThis@cup.uni-muenchen.de> looked up from reading the
entrails of the porn spammer to utter "The Augury is good, the signs
say:

>On Sat, 26 Aug 2006, Xocyll wrote:
>
>> Except ammo was ALWAYS a concern in Bloodlines, since it got capped off.
>
>I think the capping was not the problem but the cost. We just recently
>noticed that .38 ammo was expensive out of proportion and changed that,
>but I really liked for once not having full ammo for every weapon!

No the capping is as well since it's completely artificially and
arbitrary cutoff to stop you having lots of ammo in the "good" weapons.

>> The character sheet equipment screen generally ISN'T "inventory",
>
>Maybe, but I would like to finally see a character only carry the weapons
>that he would be able to, not all of them (FPS) or those that somehow fit
>into some inventory grid that has no connection to reality (classic RPG).

You seem to have missed the fact that the classic grid is supposed to
represent the characters backpack. with it's size and the items sizes
mattering.

SS2 went one step further and scaled it by both size and weight - weaker
characters got a smaller "backpack".

>> I don't know HOW you can claim that having an inventory limited by
>> weight is "going in the FPS direction", since items having a weight is
>
>I stated "only limited by weight" and "only" is important here. You didn't
>have the usual RPG inventory grid anymore but more a FPS kind of listing.

FPS listing ignore weight completely as well as any considerations for
how the character is actually supposed to carry all those weapons - some
of which (like chainguns and rocket launchers) are quite large.
The RPG backpack grid at least takes the size and cumbersomeness of the
items into account.

>> Having to decide what to take and what to leave IS a choice - one
>> Bloodlines completely sidestepped by letting you carry _everything_ and
>> not letting you get rid of some things at all.
>
>You could not carry everything and you could drop any weapon you carried.
>Maybe you could not sell ammo but that is a different thing. Also again I
>liked to have the choices at hand which of course is more FPS like.

AND you couldn't drop some things at all - IE the weaker armors you'll
never wear again but are in your inventory forever.

>> Having to decide which weapons you were going to develop skills in is a
>> choice and one that also interacts with the inventory limitations.
>
>Yes, but it was limited to an amount that made you force to play the game
>again with another character when you wanted to go into another direction.
>That's a thing I rarely do, never ever did it with Bloodlines with all the
>patching taking my time. Maybe this is the more pure RPG way, but e.g. in
>Oblion you also got to be chief of every guild and brotherhood in one go,
>which shows to me that the trend goes in that direction. We will see...

Uh, I really can't see where you're going with this - limit replay - how
could it possibly limit replay when the very nature of having limited
choices means you CAN'T choose them all in ONE run through the game.
Just like the various bloodlines in VTM"Bloodlines - the play through is
quite different with another faction - or even the same one with
different attribute choices made.

Shooters don't do that, you get access to all the things and only get
limited in max ammo amounts for the higher weapons - no choices, nothing
new to gain from playing it through again.

Xocyll
--
I don't particularly want you to FOAD, myself. You'll be more of
a cautionary example if you'll FO And Get Chronically, Incurably,
Painfully, Progressively, Expensively, Debilitatingly Ill. So
FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
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mace

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Since: Oct 23, 2004
Posts: 96



(Msg. 138) Posted: Tue Aug 29, 2006 9:05 am
Post subject: Re: EA developing System Shock 3 [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Werner Spahl wrote:

> It means I'm the type of guy that seldom replays a game, so I would like
> to have all options available on the spot. E.g. after trying a quest with
> brute force and finding it too difficult, I would like to be able to do a
> stealth approach without need to restart the whole rest of the game over.
>

That's exactly what happened to me in SS2 because I was too
enthusiastic to start the game and therefore skipped the manual.

So, I was that brute force type of a character with no hacking skills.
And then, in the end of the second level, armor piercers were starting
to run low...(a biiiig BAH!) and I was in trouble and forced to check
the manual for help. Then the next hectic hours I was fine-tuning my
character to the new, more technical direction. Very hard hours indeed,
but by no means impossible and definitely there was NO NEED to
restart!!!
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mace

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Since: Oct 23, 2004
Posts: 96



(Msg. 139) Posted: Tue Aug 29, 2006 9:23 am
Post subject: Re: EA developing System Shock 3 [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Werner Spahl wrote:

>
> But it left too little choices which reduced the fun for me. I like to
> have some choices as of how to tackle a situation on the spot, without
> having to start the whole game over with another character.
>

In SS2 there were also stats boosters (strenght, speed,..) and 'gadget'
tools (repair, hack, modify,...) which could be used if necessary. So
there was definitely no shortage of options.
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Werner Spahl

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Since: Jun 13, 2005
Posts: 718



(Msg. 140) Posted: Tue Aug 29, 2006 11:23 am
Post subject: Re: EA developing System Shock 3 [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Tue, 29 Aug 2006, Xocyll wrote:

> No the capping is as well since it's completely artificially and
> arbitrary cutoff to stop you having lots of ammo in the "good" weapons.

I can't remember reaching that cutoff but this again is very similar to
every other FPS around. Maybe not to RPGs but Bloodlines is a hybrid!

> The RPG backpack grid at least takes the size and cumbersomeness of the
> items into account.

Theoretical yes, but it does this not realistic. You could e.g. stack 5
rocketlaunchers if the grid was large enough but you could never carry
them. Also the developer chosen geometry of objects resulted in weird
organisation to fit the stuff which made no real world sense whatsoever!

That's why I would like to see a character really carrying all the stuff.
This would limit the inventory but that would be fine if it wasn't as
restrictive as e.g. Halo. I would imagine, maybe 2 pistols in shoulder
holsters, 2 larger weapons in belt holsters, 1 sub maschine gun or similar
up front and one larger weapon on the back. That would be enough already
and you could limit stealth and similar if carrying too many weapons...

> AND you couldn't drop some things at all - IE the weaker armors you'll
> never wear again but are in your inventory forever.

Now who would care about that when weight and size do not matter Wink? You
can't remove spells in Oblivion either which would have helped.

> Uh, I really can't see where you're going with this - limit replay - how
> could it possibly limit replay when the very nature of having limited

It means I'm the type of guy that seldom replays a game, so I would like
to have all options available on the spot. E.g. after trying a quest with
brute force and finding it too difficult, I would like to be able to do a
stealth approach without need to restart the whole rest of the game over.

--
Werner Spahl (spahl@cup.uni-muenchen.de) Freedom for
"The meaning of my life is to make me crazy" Vorlonships
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Xocyll

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Since: Dec 20, 2003
Posts: 2044



(Msg. 141) Posted: Thu Aug 31, 2006 3:00 pm
Post subject: Re: EA developing System Shock 3 [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Werner Spahl <spahl RemoveThis @cup.uni-muenchen.de> looked up from reading the
entrails of the porn spammer to utter "The Augury is good, the signs
say:

>On Tue, 29 Aug 2006, Xocyll wrote:
>
>> No the capping is as well since it's completely artificially and
>> arbitrary cutoff to stop you having lots of ammo in the "good" weapons.
>
>I can't remember reaching that cutoff but this again is very similar to
>every other FPS around. Maybe not to RPGs but Bloodlines is a hybrid!

Yeah but it's NOT common to RPGs at all - the limit is what you can
carry - using FPS limits is just plain stupid in anything but a pure
FPS.

>> The RPG backpack grid at least takes the size and cumbersomeness of the
>> items into account.
>
>Theoretical yes, but it does this not realistic. You could e.g. stack 5
>rocketlaunchers if the grid was large enough but you could never carry
>them. Also the developer chosen geometry of objects resulted in weird
>organisation to fit the stuff which made no real world sense whatsoever!

Depends on the launcher type - the average person could easily carry a
bunch of those smallish, extendible 1-shot launchers like the US sent to
the mujahaden during the soviet occupation of Afghanistan (first saw one
in the Clint Eastwood move the Enforcer)

>That's why I would like to see a character really carrying all the stuff.
>This would limit the inventory but that would be fine if it wasn't as
>restrictive as e.g. Halo. I would imagine, maybe 2 pistols in shoulder
>holsters, 2 larger weapons in belt holsters, 1 sub maschine gun or similar
>up front and one larger weapon on the back. That would be enough already
>and you could limit stealth and similar if carrying too many weapons...

The only game i've seen get even remotely close to this was Chrome which
had the "backpack" split up into a small backpack and multiple small
belt pouches. It was also flawed since the limits of the spaces did
NOT mimic real life where one person could carry a sniper rifle and a
submachine gun - something impossible in Chrome.

>> AND you couldn't drop some things at all - IE the weaker armors you'll
>> never wear again but are in your inventory forever.
>
>Now who would care about that when weight and size do not matter Wink? You
>can't remove spells in Oblivion either which would have helped.

Weight and Size do matter in RPGs usually. Bloodlines shooter style is
just plain stupid in anything but a shooter.

Xocyll
--
I don't particularly want you to FOAD, myself. You'll be more of
a cautionary example if you'll FO And Get Chronically, Incurably,
Painfully, Progressively, Expensively, Debilitatingly Ill. So
FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr
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Dan Stephenson

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Since: Aug 10, 2005
Posts: 10



(Msg. 142) Posted: Sat Sep 30, 2006 7:11 am
Post subject: Re: EA developing System Shock 3 [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2006-08-14 09:59:13 -0500, Rob <noemailformethx DeleteThis @jsjsaiiowppw.com> said:

> I'd also buy Deus Ex again, System Shock 2 and any of the other
> classic FPS if they were re-released with modern graphics. Imagine
> playing System Shock 2 rendered by the Source Engine?
>
> I have often wondered why a developer doesn't do this.

It would be spectacular if "somehow" the Thief 1 and 2 maps could be
auto-translated to the Thief 3 engine. For the levels where rope
arrows aren't 'required'.
--
Dan Stephenson
Photos, movies, panos from the Europe, USA, plus N.Z.:
http://homepage.mac.com/stepheda

(remove nospam from email address to reply via email)
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