TwinkieGorilla
does a good job.
- Joined
- Oct 19, 2007
- Messages
- 5,480
hey skyway have you played AP yet?
VentilatorOfDoom said:the ruins mission in Rome where you have to protect the device, a device no one gives a shit about on top of that, because it's not as if any of the goons tried to deactivate it.
Vault Dweller said:I'm afraid it can be. The C&C "engine" is superb (it's a great model to follow), but the extreme linearity (and I thought that Bloodlines was bad in that area) and the mission structure, which cuts off the world and takes away your ability to make decisions outside of missions, waste that potential.ScottishMartialArts said:This much is true. AP has a lot of problem, but in terms of C&C, it really can't be beat.
I've just finished the game. If I replay it now I will be able to make many different choices but I'll still end up playing exactly the same game and doing exactly the same shit, but some cutscenes will be different.
Alpha Protocol C&C do a great job creating a set of different mission summaries, but unfortunately they barely affect the actual gameplay, which isn't that enjoyable to begin with.
VentilatorOfDoom said:well an invis spell can surely be easier justified in a VTM game, no?
Well, I'm tempted to accept "AP easily tops that" as the ultimate proof, but it would be nice if you'd actually list these amazink! consequences. And for the record, the list isn't complete and there is more to consequences than some immediate effect. For example, being able to convince the Master that his plan is flawed because you found the data and discussed it with Vree is a much better example than "Choose not to put your weapons away when a guard tells you to, he'll punish you bad for being a smartass. "KalosKagathos said:Stop the lies, start the truths. Here's a list of Fallout C&C that my bro Fat Dragon compiled for me:Vault Dweller said:Bullshit.
He probably did miss a few, but since some points on his list are pure bullshit (using only one save slot and getting stuck because of it = C&C) it should even out. AP easily tops all that.Fat Dragon said:1. Everyone knows about the water merchant example.
2. The Ghouls in Necropolis will eventually be murdered by the Super Mutants if you take too long to go there to help them.
3. Killing children = bounty hunters come after you.
4. Choose not to put your weapons away when a guard tells you to, he'll punish you bad for being a smartass.
5. If you're not careful with what you say to people you can royally piss them off without a chance to apologize, which can cut you off from quests, get fights started, etc. Eg, saying you want to join the Khans but then pussing out when he tells you to murder the two girls will anger Garl and he'll order to have you killed, getting caught lying by Aradesh makes him lose all trust in you and kick you out of the village, etc.
6. Choosing to go into the Glow unprepared. Even better if you save right after that. I've lost count of how many times I've read of someone screwing themselves completely there.
7. The game allows you to kill anyone you don't like at anytime you please, at the risk of fucking things up, including quests.
8. If you try to cut corners with Decker's jobs instead of doing them exactly how he asked, he'll get pissed which means he either orders his gang on you or cuts you off from his other jobs (can't remember which).
9. Doing the Loneshark quest before talking to Kane permanently cuts you off from Decker's quests since you end up pissing Kane off.
10. Killing Neal gets the entire police force hunting you down.
11. Wiping out the Khans early avoids Tandi ever getting kidnapped and you lose that quest.
12. Killing Razor pisses of the Gun Runners faction, preventing you from doing business with them.
Probably a few others I missed, haven't played Fallout in quite a while.
MetalCraze said:And critical hits - I still don't understand how holding a gun pointed at the enemy for 3-5 seconds increases its damage and precision.
Lebanese Warrior said:For example: I killed the Sheikh's body guards one level before I was supposed to fight them. Difference? I don't fight them in the next level, even though they could have easily been dispatched anyways. Another one is the fact that I killed the Sheikh. Again, the only bearing it has on my game in Rome is combat-related, and certainly does not affect the overlying story in any way.
Raghar said:MetalCraze said:And critical hits - I still don't understand how holding a gun pointed at the enemy for 3-5 seconds increases its damage and precision.
It's called aiming.
MetalCraze said:And critical hits - I still don't understand how holding a gun pointed at the enemy for 3-5 seconds increases its damage and precision.
racofer said:So aiming increases bullet momentum, which translates into higher damage. Thanks for this clarification.
They would have if the game wasn't mission-based and the consequences actually affected the missions.denizsi said:I've said this before: Alpha Protocol is a true testament to that CnC doesn't make an RPG.
Just finished it.racofer said:So VD, have you played the game yet?
Vault Dweller said:Currently I'm doing the hotel mission in Taipei.
Overall impressions to-date: like all the different options and choices a lot, really want to replay the game, try different things, and see what happens, but playing the game is so painful sometimes. I'm definitely not the target audience.
Good: characters, writing, dialogues, choices (and hopefully consequences).
Bad: the rest. Ok, maybe the rest isn't bad but just uninspiring and mediocre, but who the fuck cares?
The biggest problem is that "good" takes about 10% of the gameplay, so most of the time you're just playing a mediocre game that I would never ever play for more than 10 minutes, if not for the good parts.
Vault Dweller said:I'm afraid it can be. The C&C "engine" is superb (it's a great model to follow), but the extreme linearity (and I thought that Bloodlines was bad in that area) and the mission structure, which cuts off the world and takes away your ability to make decisions outside of missions, waste that potential.ScottishMartialArts said:This much is true. AP has a lot of problem, but in terms of C&C, it really can't be beat.
I've just finished the game. If I replay it now I will be able to make many different choices but I'll still end up playing exactly the same game and doing exactly the same shit, but some cutscenes will be different.
Alpha Protocol C&C do a great job creating a set of different mission summaries, but unfortunately they barely affect the actual gameplay, which isn't that enjoyable to begin with.
Clockwork Knight said:I imagine the higher damage is due to aiming increasing the chance of the bullet hitting a vital part, instead of scratching (lower damage) or something.
Vault Dweller said:The biggest problem is that "good" takes about 10% of the gameplay, so most of the time you're just playing a mediocre game that I would never ever play for more than 10 minutes, if not for the good parts.
Vault Dweller said:I've just finished the game. If I replay it now I will be able to make many different choices but I'll still end up playing exactly the same game and doing exactly the same shit, but some cutscenes will be different.
Alpha Protocol C&C do a great job creating a set of different mission summaries, but unfortunately they barely affect the actual gameplay, which isn't that enjoyable to begin with.
Well, I don't know if you know, but there's this arms dealer dude in Saudi Arabia...Vault Dweller said:Well, I'm tempted to accept "AP easily tops that" as the ultimate proof, but it would be nice if you'd actually list these amazink! consequences.
And for the record, the list isn't complete and there is more to consequences than some immediate effect. For example, being able to convince the Master that his plan is flawed because you found the data and discussed it with Vree is a much better example than "Choose not to put your weapons away when a guard tells you to, he'll punish you bad for being a smartass."
racofer said:Clockwork Knight said:I imagine the higher damage is due to aiming increasing the chance of the bullet hitting a vital part, instead of scratching (lower damage) or something.
Which sounds kinda awkward when the bullet visually hits the guy right in between his eyes. But since I "aim too fast" it's the right thing to penalize me for that with a lower damage output if I had aimed for longer, despite having the same outcome.
hoochimama said:racofer said:Clockwork Knight said:I imagine the higher damage is due to aiming increasing the chance of the bullet hitting a vital part, instead of scratching (lower damage) or something.
Which sounds kinda awkward when the bullet visually hits the guy right in between his eyes. But since I "aim too fast" it's the right thing to penalize me for that with a lower damage output if I had aimed for longer, despite having the same outcome.
Wonder why they couldn't just make it so your crosshair wobbles a bit(depending on your character skill level) and the longer you hold your aim steady the less it wobbles with your shots going where you aim and gun damage being mostly location-based and skill-independent.
Does anyone actually prefer having character skill translate to direct weapon damage or even just having a targetting cone instead of a floating crosshair?
Serious_Business said:In other words, wait for AoD before you judge, and after we'll be able to condemn that feature to idealised, non-possible crap, or not.
hoochimama said:I'd say the consequences mostly affect characters in the game. The ones that slightly change your missions (weaker guards, fewer guards, sniper rifle drops, ice-cream shop) are in the minority.
dr. one said:it does affect the overlying story since it affects the endgame (before the headquarters infiltration you get one dialogue-based "mission" if you let him live which makes endgame a bit different, plus news broadcast during credits is different)
That's how it always starts. You'll be one of us before you know it.Serious_Business said:Huh. I actually agree with skyway and VD, some of the worst faggots who care so much about their internet self-image, not a good sign.
Almost there, buddy. One more push...It depends on what your standards for C&C are. I have the same standards as VD and skyway...
I was just about to say that. It's like ... we've become one.And I'm really of that opinion, because you really don't get that much of a different experience depending on your choices. Sure, it's above Bioware, but really, this isn't enough. They should have cut off the superficial scenes crap and gave us different missions depending of our choices, that would have been better.
If you recall, I wasn't defending the game. I merely asked to explain what makes it banal.shit.boring. You know, intelligent criticism? For the record, many things that Skyway claimed weren't true, so...racofer said:Vault Dweller said:The biggest problem is that "good" takes about 10% of the gameplay, so most of the time you're just playing a mediocre game that I would never ever play for more than 10 minutes, if not for the good parts.
See, and this is just like that thing me and skyway and everybody else were talking about back on that other AP thread where you constantly criticized us. Only we just don't play the game because of the aforementioned reasons since it's too much for us to bear.
Vault Dweller said:For the record, many things that Skyway claimed weren't true, so...