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remember when FFT MP demo came out

Posted: Fri Feb 21, 2003 4:08 am
by cstalin
I remember the day the FFT multiplayer demo came out. Though it had some bugs the game was amazing and what I expected from a fallout game. The characters were pretty balanced and you had to actually sneak around to avoid those land mines that would take you out with one hit. I would spend hours playing just one level with certain people. even if id been dead since the begining i would still stick around to watch it because the games were very suspence full. Then the day the full game came out I ran a bought it. Loaded it up and started playing online. It SUCKED. It was complelty unbalanced and everyone made supercharacters that could kill you with one shot. No more sneaking around and taking your time. Matches were over in minutes. I thought this would be just a temporary thing that would be fixed but it never was. Now my question is why didnt anyone ever mod the full game to run the demo characters? i would love to play this game again with just those characters since they are very balanced and was very fun. The servers used to be so populated with people playing the demo but once the full game dropped all the servers including the full game servers disappeared and people went on to different games. I know nothing about modding but im sure if someone made this and started spreading it around it would breath new life into FFT.

Posted: Fri Feb 21, 2003 4:24 am
by requiem_for_a_starfury
I assume when you say mod the full game you are refering to the MP side, if so then what you want is the Old Sk00l Fallout Tactics Package (FOT mod) by Andrew "Gigyas" Pellerano, you should be able to find it in the files section, if not here then at NMA.

Not much point to that..

Posted: Fri Feb 21, 2003 6:38 pm
by PaladinHeart
You're better off getting the demo and playing it again. There are probably more people playing it.

You're not likely to find many candidates to play the old skool mod with normal FOT.

You really shouldn't bother with multi player FOT for anything other than maybe the Demo game itself. Or if you want you could do 10k or Boonville 2k type games.

Either go with the Demo or single player if you just want to have fun.

Posted: Fri Feb 21, 2003 7:01 pm
by Jimmyjay86
What is the demo like that makes it more interesting?

Demo

Posted: Fri Feb 21, 2003 10:34 pm
by PaladinHeart
The demo had interesting SMG vs Rifle fights. The full game lacks this because there are weapons such as the pancor which can be taken for just a few more points than an smg. There are a lot of little things that the demo did that the full game doesn't do. I attribute it mainly to game design flaws. It could have easily been avoided but MF has no experience with MP stuff so its to be expected.

Posted: Fri Feb 21, 2003 11:03 pm
by bbill
so basicaly it comes down to people then? i find the most fun comes not from version but picking the right person/people to play against

my games tend to be like it seems multiplayer demo was like (i;ve never played it but from what your saying) i try to pick interesting combos and gear to fit an idea or just seem cool

i believe theres a thread in general about multiplayer gaming sucking due to people

Posted: Sat Feb 22, 2003 3:36 am
by Red
Well, yeah... Basically the game can be great if you agreed upon a certain game setting before starting.

Of course all "I'm a heavy weapon whore" kiddies are axcluded from this kind of play (though there' still some fun which can be had with that).

Hmmm.


What if someone started a mod where there's 2 (or more) preset teams to play, so basically you'd choose wich side you're on...

Sadly this might get a bit boring since there's little variety in the game though.

Posted: Sat Feb 22, 2003 5:20 am
by OnTheBounce
Red wrote:What if someone started a mod where there's 2 (or more) preset teams to play, so basically you'd choose wich side you're on...Sadly this might get a bit boring since there's little variety in the game though.
That was my solution to many of the problems plaguing MP.

I don't think it would get boring too quickly, though. All you'd need is to use the same maps to crank out some different scenarios w/players in different starting positions, different objectives, etc. I use to play a Avalon Hill's Squad Leader and there were four maps that came w/the game. Although more were released w/various expansion modules the original four offered a variety of different tactical situations simply based on which direction you were coming from, the units involved and victory conditions. (I wonder if this would allow you to set up BoS vs. Raider MP fights...or even Raider vs. Raider fights...)

The problem is that someone w/not only a good grasp, but an excellent grasp of terrain and balance would have to sit down and make this mod. While I'd love to help the FoT community remedy the shitty MP issue, I certainly don't have the time to devote to this.

Any takers?

OTB

Posted: Sat Feb 22, 2003 5:31 am
by Red
What'd be interesting would have been a way for use to setup the player entities seperate then the maps... Would have given a damn nice feel to the game since then you could place the teams without the need to include the entire map.

Personally I don't know much about the game logic since I mostly only played the SP missions of the demo... I don't know enough about the dynamics of making 3d maps and their usability in MP...

Posted: Sat Feb 22, 2003 6:00 am
by Jimmyjay86
SonicTHI made an interesting MP map that I haven't played but it has some interesting concepts. One player plays the GM role and controls all of the enemies. Then a few other players join in on the BOS team and play against the GM. His map can be found here:

FOT Beastlord

Posted: Sat Feb 22, 2003 11:42 am
by cstalin
i dont think some of you understand how fun the demo was. It was almost perfectly balanced. You had to have snipers on your team to watch the back of you anti mine guys. You had to have your anti mine guys sneak around very slowly to disarm mines. If you ran anywhere you were almost guaranteed to die instantly. The game was amazing. Their was so much promise. I was completly crushed when the full game was delivered. This demo was the only game that delivered a small unit strategy game where you actually had to use your brain and not just run around gunning everything. No other game to this day has brought the same kind of fun this had.

The problem with playing with people now with the demo is that their all new to the game and i can take them out in like 2 seconds. The old games would seriously last like an hour and nothing much might be goin on but man was it ever exciting.

PS. If anyone wants to play me in the Demo AIM me at CStalin. if anyone wants we can get a huge game going ill be down for it whenever.

Posted: Sat Feb 22, 2003 1:19 pm
by Red
I'd say commandos brought the same kind of feeling you has when playing the demo, with the difference that commandos got really hard after some point (so much so it bored me since it became more of a timed puzzle where you needed to be at the right place at the right time rather then emplying a smart tactics against your ennemy).

Demo Flaws

Posted: Sat Feb 22, 2003 2:59 pm
by PaladinHeart
Actually the demo tended to have a few flaws. I remember the train map in particular. I would get a sucky start location and someone would see me and come blast my squad to smitherines before I even had a chance to get away. There never seemed to be a solution, especially if they brought several smg & nader guys vs your varied squad.

But this was more of an issue with spawn placement.


As was suggested a balanced map could solve MOST of this game's plaguing elements. The worst element, however, can not be resolved regardless of what kind of map you make and/or what kind of modding you do. The worst element being people.

Yes, people. Did you know that there are 10k no big gun games. Do you know how these are played? Players take voodoo up the whazoo and they basically keep hitting each other until someone gets that "defense bypasser" critical. It doesn't take long though. Voodoo raises your critical chance by a large amount so fights are determined pretty quickly.

My problem with this is that there is no room for strategy. This cuts out all the weapons except for a scant few (only the pancor, flamer pistol, and perhaps a few other fast weapons are left over). They also commonly raise the AP regeneration rate, as well as include a timer of around one to two minutes. This cuts out the usefulness of taking a character with more than 6 agility as well as the option to hide until their drugs wear off.

Basically im saying that these people WANT to play this way. And it is detrimental to the FOT multiplayer gaming to the point that there are hardly any players willing to try something different, save only a few.

BTW sorry about the extra lengthy ranting :)

Re: Demo Flaws

Posted: Sat Feb 22, 2003 3:37 pm
by OnTheBounce
[TBC]-PaladinHeart wrote:Players take voodoo up the whazoo and they basically keep hitting each other until someone gets that "defense bypasser" critical...Voodoo raises your critical chance by a large amount so fights are determined pretty quickly.
Hmph! Whoever came up w/the idea of including Voodoo w/FoT should be beaten to death w/his/her own crack pipe.

OTB

Posted: Wed Feb 26, 2003 9:00 am
by Snake-D
In order to play Fallout Tactics again like we did in the Demo version, you can create rule sets and make a list of the items and weapons you are allowed to use, then make sure every player knows this, then play.

When I play Fallout Tactics, Multi player at home, over the network I have, we've created a bunch of characters that are equally balanced to each other, then it's just a matter of skill and tactics, deciding who will win the game... Just make a few pre-made characters and send them out over your multi player buddy's... play with them and make rule sets !

Greetz

Posted: Wed Feb 26, 2003 9:07 am
by Snake-D
I still BTW, play the Multi player Demo !!! At home offcourse, 1 on 1 and it kicks ass.

We've made 12 characters to our liking, giving them all equal guns, ammo and healing items, gave them the same armour and we kept the HP close to each other and HP is not higher then 120.

So when playing, you have to watch your ass, use your medic and use tactics to play... Problem solved !

Posted: Wed Feb 26, 2003 8:51 pm
by requiem_for_a_starfury
Snake-D wrote:In order to play Fallout Tactics again like we did in the Demo version, you can create rule sets and make a list of the items and weapons you are allowed to use, then make sure every player knows this, then play.

When I play Fallout Tactics, Multi player at home, over the network I have, we've created a bunch of characters that are equally balanced to each other, then it's just a matter of skill and tactics, deciding who will win the game... Just make a few pre-made characters and send them out over your multi player buddy's... play with them and make rule sets !

Greetz
I've never got into MP of any game, not just FOT. But as stated before, by other people, the hard part seems to be, not creating a rules set that is fun to play but finding like minded people willing to play the game with the same limitations imposed. Perhaps FOT MP is just to darn modifiable for it's own good.