A hodgepodge of suggestions from an async-conditioned player


(Ayjona) #1

After my first 24 hours with RAD Soldiers, I’ve so much praise for the devs. This post is not going to focus on that. For, like any good fan, bitchin and moaning comes so much easier to me. I will try to conceal it behind the guise of suggestions for improvements, though :wink:

So far, these are the ideas that have come to mind:

[ul]
[li]Allow us to stay in a game after our turn has been submitted, effectively allowing us to play RAD Soldiers as a contiguous turn-based experience if we choose to. This change does wonders for heavy duty playing. When we know we play against someone with the time and attention to remain in game for an extended session, turns can be submitted in quick succession, providing a completely different gameplay experience (especially when combined with the next suggestion on the list). As a contrast, when we want to play actively against a particular opponent who is also ready to remain online and submit turns quickly, being constantly thrown out to the multiplayer menu is durned annoying. I’ve often wondered why any developer of an async game would implement it in the first place, so perhaps you can help me understand :slight_smile: Why limit players only to the async experience, when an unbroken, contiguous, non-asynchronous gameplay mode could so easily be woven together with the normal asynchronous way of playing the game? Unless there is some absolute technical limitation, there is never any need to force the player back to the main menu (though this behavior could certainly be optional and customizable).In this area, Ascension, Nightfall and Summoner Wars are king, offering a very smooth real-time experience, with a brilliant network protocoll that allow moves to propagate from client to server to client in a matter of seconds, often less than one second, even on 3G connections.[/li][li]If above suggestion is implemented, a way to go from one match to another. For a dedicated player, jumping between active games is a great way to play an async game intensely for extended sessions, especially with several semi-active but not quite as active opponents. For a splendid example of this mechanic, look no further than UniWar. A simple “Next game” button in the pause menu, with a badge showing the number of turns available in other matches, might do the trick, but a mini-browser for active games would be far more convenient.[/li][li]A chat system. This one is patently obvious, and has already been suggested in these forums. I also believe it might be a very important factor in building a competitive community (which = more dough for the devs :slight_smile: ), as well as in facilitating games between friends and online pals. The async games that do not ship with a chat system receive regular suggestions for the inclusion of chat over at the TouchArcade forums (look through the threads of Ascension, Nightfall and Summoner Wars, Playdek’s offerings, for a good example), and it is sometimes considered one of the most important features in any async title. Carcassonne, an async classic for iOS, has implemented the in my opinion best chat system so far, even sending out separate push notifications for chat messages.[/li][li]A link to the barracks in the pause menu, allowing us to check weapon and unit stats during a game. This is a minor convenience, since it is easy enough to leave a game to check up on these things. Still, it is a convenience.[/li][li]Have push notifications bring us directly into the the pushed match. This is the great holy grail of push notifications for async games. For dedicated players, or just anyone who has several matches going, this is a great boon. Having to go through the process of launching RAD Soldiers, choosing “Play”, “Play online” and then the relevant match, for every turn is irksome, and a waste of time that could be spent playing.[/li][/ul]
Also, as already mentioned by me in another thread, once push notifications are working, it would be very nice to see push notifications that bring us directly into the pushed match, instead of to the main menu or multiplayer menu. This is another feature often seen as an essential mechanic for dedicated async gamers.

So, devs, any chance we might see any or all of these one day? :slight_smile:


(JaysUsername) #2

Wow, what a great, organized post…couldn’t agree more with these, especially the transition to a ‘live’ game as well as the ‘next’ button.


(Ayjona) #3

Devs, was this post lost in the torrent of frenzied praise upon the Canadian release, or did you happen to catch my suggestions above? The guy with the best username on these boards approve of the suggestions, so if the post itself is not enough to convince ya, pay heed to JaysUsername :wink:


(badman) #4

I think these are all great suggestions and most of this we’ll be looking at once the game is out (I thoroughly empathize with the push messages thing :)). Keep 'em coming!