"Battlerecorder", please
#21
Posted 19 December 2011 - 02:46 AM
I'd like to see that. Server side, they just make a simple copy of all the events going on in the battle, then release that file as public so people can play back the battle from any angle.
But who gets to decide if the recording is allowed to be publicly viewed? The gameroom master? By majority vote? I know that this kind of thing doesn't seem sensitive, but some people wanna keep their matches private, ya know? How many question marks will this paragraph contain?
#22
Posted 19 December 2011 - 07:37 AM
Are we going to do it via an in game resource (beagle) or outside?
Are we doing full game or side based? (if you don't launch a probe, you don't get a recording)
I'd like to see this in Conquest mode for sure, pub is probably not as important, however it does do a nice job of advertising the game, the vids people make about gameplay are usually interesting (and we do have some talented peeps in the forum).
A full view of the battle (from both sides) would be awesome, however Merc Corps may not like their tactics broadcasted for everyone to see (especially from a whole battle god view perspective).
So I guess I'm voting in game beagle.
#23
Posted 19 December 2011 - 08:03 AM
MW4 had a 'watch the dots move around on the map" viewer option that was available immediately after the match. It was obviously much simpler than what is being described by some here... and even that pointed out a potential problem. Do you/we want people sitting around (for the time it takes to replay a game recording) before another match can start on that server? No matter how cool /detailed the replay gets, it will soon be a drag to most people if they have to sit around waiting for the next match to begin.
If storage could be made a bit longer term (say, 24 or 72 hours) with a well designed way to recall available game recordings for viewing later, then folks could get their recordings later without holding matches up.
As for a spectator mode for viewing *during* the game... I'd say no, or make it a server option that is normally off. Why? Because people will use it to gather intel without having to launch a drone, etc. If someone can 'fly around' in the game looking anywhere, there is nothing to stop them from doing that, and then telling their buddies over Teamspeak or Ventrillo where the opponents are. A spectator mode during the game will undermine the Information Warfare being built into the game.
#24
Posted 19 December 2011 - 09:21 AM
#25
Posted 19 December 2011 - 11:40 AM
Stay with me here, as it might get a bit weird...that's what she said...
How about converting the recordings to a TT version of the battle? So it would play out like a TT game?
Only the pieces move about the 'board' and tip over when dead, etc...?
#26
Posted 19 December 2011 - 11:51 AM
And any client-side solution will have major issues inclusing "full view" options as well. Too easy to modify those to get a nice cheat for circumventing spotting/LoS/scouting mechanics.
Having said that, some sort of "gun camera" to log a battle from your personal Mech's view should be doable, if people cannot be bothered to use FRAPS (gotta wonder why is that, though).
Edited by Dlardrageth, 19 December 2011 - 11:52 AM.
#27
Posted 19 December 2011 - 12:17 PM
Dlardrageth, on 19 December 2011 - 11:51 AM, said:
One records the raw visual output being sent to the monitor, while the other only records the input commands of the player and others to be simulated on replay. Obviously not as easy as recording the actions of a 2D game, but still...
The latter is also why it wouldn't really be a large burden on the server.
Or am I getting recording methods totally messed up?
#28
Posted 19 December 2011 - 12:29 PM
It would seriously increase the social aspect of the game, because players could share their coolest moments on youtube with their social networks and take really cool screen shots which can also be shared.
#29
Posted 19 December 2011 - 12:31 PM
The replay engine would then place the units on the proper Map (local disk), add the required visual assets (local disk) and read the data for all the resultant actions. There would be no rewind or fast forward for ease of data recording.
There might be a way to implement a jump between combatant cockpits perhaps. That would be awesome.
Edited by MaddMaxx, 19 December 2011 - 12:32 PM.
#30
Posted 19 December 2011 - 12:34 PM
In addition to the ability to detect and classify targets at longer range, the Beagle includes a memory unit that records the events of a battle and allows for later playback. This includes the ability for the user to "re-fight" the battle by making different tactical decisions, which are then analyzed and implemented by the system, allowing for the resulting consequences to be observed
from Sarna.net
#31
Posted 19 December 2011 - 12:34 PM
MaddMaxx, on 19 December 2011 - 12:31 PM, said:
The replay engine would then place the units on the proper Map (local disk), add the required visual assets (local disk) and read the data for all the resultant actions. There would be no rewind or fast forward for ease of data recording.
There might be a way to implement a jump between combatant cockpits perhaps. That would be awesome.
Why no rewind feature? Everything that is recorded is simple vector data and coordinates. Halo 3 did it, and that was 5+ years ago.
Edited by UncleKulikov, 19 December 2011 - 12:34 PM.
#32
Posted 19 December 2011 - 05:41 PM
UncleKulikov, on 19 December 2011 - 12:34 PM, said:
Not saying they can't do it but it does involve more data storage and every time index has to be pointed to in order to go "back to a "previous"
event. This would be a case of using the K.I.S.S. principle to get it in. I am guessing no data record/playback at launch (hope I am wrong)
#33
Posted 21 December 2011 - 11:56 AM
#34
Posted 22 December 2011 - 03:49 PM
#35
Posted 22 December 2011 - 04:02 PM
#36
Posted 22 December 2011 - 05:19 PM
#37
Posted 22 December 2011 - 06:59 PM
MaddMaxx, on 19 December 2011 - 05:41 PM, said:
Not saying they can't do it but it does involve more data storage and every time index has to be pointed to in order to go "back to a "previous"
event. This would be a case of using the K.I.S.S. principle to get it in. I am guessing no data record/playback at launch (hope I am wrong)
How would it involve more storage, since all of the events of the match are recorded anyway?
For example, a GIF sequence can be viewed in quicktime forward or backwards, and the file size is the same because it's just scrubbing between two different frames. The system in Halo 3 worked similarly, it would record the placement and vector of everything match related several times a second, and it allowed you to rewind in 10 second increments.
I would like a rewind feature, but recording is the main element that should be in. The rest is bells and whistles.
Edited by UncleKulikov, 22 December 2011 - 06:59 PM.
#38
Posted 22 December 2011 - 10:04 PM
#39
Posted 23 December 2011 - 07:18 AM
Edited by Silent, 23 December 2011 - 07:18 AM.
#40
Posted 23 December 2011 - 08:49 AM
Kevin Kirov, on 19 December 2011 - 12:34 PM, said:
In addition to the ability to detect and classify targets at longer range, the Beagle includes a memory unit that records the events of a battle and allows for later playback. This includes the ability for the user to "re-fight" the battle by making different tactical decisions, which are then analyzed and implemented by the system, allowing for the resulting consequences to be observed
from Sarna.net
This.
Plus the DLC to run it on my own server, then review with my Merc Unit to discuss tactics.
Setup SFTP site with our user logins and allow us to access the recordings.
11 user(s) are reading this topic
0 members, 11 guests, 0 anonymous users