View Full Version : Your take on timers in the game
20th Aug 06, 4:21 PM
After playing the sp demo I was shocked to find timers in the game. I really don't want to know that in 15 mins my reinforcements will arrive. Or in 15 mins the enemy will attack! . It will add so much more to the experance.
edited for content.
20th Aug 06, 4:28 PM
Its quite the contrary. If something troublesome is going to happen I damn well want to know how much time I have left before something bad happens.
20th Aug 06, 4:41 PM
I think timers are fine in single player. I mean, would you rather get zerged by Stugs within the first five minutes? In reality all the timer was doing was telling you that the Axis armor would "arrive" at said time, which could only help you manage your time better. I mean, maybe you personally like knowing that at any second you could be crushed in a single player game meant to be fun, not so much as competitive.
20th Aug 06, 4:55 PM
I guess I like suprises. Personally I would not like to know these things as it forces me to think inside the box. I know that I can then retreat to a point and draw a line in the sand and just wait things out. I would perfer to be able to react to "bad" things happening, instead of knowing that I can just wait it out.
20th Aug 06, 5:18 PM
I'm with jasaund on this one. Reacting to problems as they come up creates a much more fluid game. HL2 Implemented this very well--though not often. I dont want to know what is comming at me, it just takes away the feel of the fog of war, and warfare in general. Most of the time when timers like that come up and tell you what is going to happen, you will overprepare and overdefend. It is much more fun to be backed into a corner and fight your way out--or backed into a very deep corner and see reinforcements. The rewarding feeling of reinforcements not expected, but yet come out at the most critical of moments is far better than reinforcements at a timer.
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