| IMPROVING THE HC SYSTEM? |
| Written by DOC |
| Friday, 15 January 2010 15:26 |
|
One of our aims in 2010 is to find a way to make these roles more "in game" and more accessible to the entire player base and less of a separate "club". In some respects though, the separation of HC roles from "everyone else" cannot be avoided. If the rawest recruit could be a High Commander, the game would likely be horribly broken. Making the HC functions completely automatic and run by scripting is probably close to an impossible dream. There will always be a human element required. The trick is to minimize the negatives related to dependence on player actions in these HC roles. Casting a wide net over players who can have useful input without excluding those who might assist when needed (but not always available) is a tricky balance indeed. Designing a system that eliminates or severely restricts a human action from undermining its own functions is a very challenging goal. It also can't be a system that we devote a year's worth of resources to if it means we don't get to develop anything else for that year. At this stage of things, this area of the game (HCs and how and what they control) is one of our highest goals for the coming year. Without improvement in this part of the game, we will struggle to achieve the types of gameplay and success we want. For those who are skeptical that significant change will come to the HC features in '10, don't overlook the many changes made since HCs were first implemented and understand that our own team wants improvement in this area of the game at least as much as any player does- probably even more. The big issue is that it can't happen overnight and anything longer than that, is too long |

The role and functions of the HC in the game have undergone many changes and refinements over the years. Most of these changes are "outside the game" in terms of the structure and management. Coding them to be "inside the game completely" is very difficult and, in some respects, an impossible set of features to implement. However, many game engine (client) and host side changes have been added- although these have been incremental.
. Well too long or not, we still want to work an awful lot on this area of the game. There's nothing else for it but to wait and see what we can do with it. We are definitely not ignoring it.