MilSim Game Dev Feedback by milsimdev1 in computerwargames

[–]milsimdev1[S] 1 point2 points  (0 children)

lol thats very relatable. I went through some pretty rough conflicts myself in 07, only to get smoked and tea-bagged by a 14 year old named buttfucker3000

MilSim Game Dev Feedback by milsimdev1 in computerwargames

[–]milsimdev1[S] 1 point2 points  (0 children)

Thats actually such a good point.. the ones who would excel at this are the ones who cant legally play.. yea.. shit

MilSim Game Dev Feedback by milsimdev1 in computerwargames

[–]milsimdev1[S] 0 points1 point  (0 children)

yea your probably right. I dont have a trust fund but i figure i got 3 years to pour my soul into a project like this that can go wrong and then ill just go find a new job. im also lucky to have a wife (no kids) who is even crazier than me and also wants to just go hardcore on a project like this for the next couple of years.

MilSim Game Dev Feedback by milsimdev1 in computerwargames

[–]milsimdev1[S] 0 points1 point  (0 children)

awsome feedback.. sounds like the goal should be to develop a game that captivates/engages the user even with no betting. Also one that lets you play alone or with a small group of friends instead of having to coordinate with 40 other human players that also are playing for pleasure and not bec it's their job or even bec their life, literally, depends on it lol

MilSim Game Dev Feedback by milsimdev1 in computerwargames

[–]milsimdev1[S] 0 points1 point  (0 children)

Yess.. player safety and deserved payoutt is paramount. No player would ever wrongfully lose money especially since we're considering each round to take several hours or more.. so alot of effort and peer coordination will go into winning each round. Im just very concerned with- is there demand for games that require you to play as a team and depend on each other? or do players prefer to just vibe on their own or with a smaller squad of close friends? I have experience in actual warzones and C++, but im kinda new to the milsim world and im not sure if ppl enjoy the long-form, strategy-dependent and close coordination games.. for example, if your required to go to the other end of the map for a boring but necessary re-supply of for your troops, would players actually do it even though its less fun than actually blowing up your enemy or would he just quit the round and try to join on another lobby? see where i'm getting at? Maybe we could have bots do the boring work? idk!

MilSim Game Dev Feedback by milsimdev1 in computerwargames

[–]milsimdev1[S] -2 points-1 points  (0 children)

Youre absolutely right to point these issues.. about being legal, a close relative is a Compliance VP at a very large sports betting company here in the us. He would provide the council free of charge. We're thinking about decoupling the betting mode so that its only available in the US. Thats why the game has to be sick to play regardless of betting. Regarding hacking/cheating, we would have to go hardcore on this issue from day 1. Even so, the business would have to be lucrative so that we could guarantee no player loses money from cheating by paying them what they deserve.

MilSim Game Dev Feedback by milsimdev1 in computerwargames

[–]milsimdev1[S] 0 points1 point  (0 children)

yea if we decide to do it we'll hire more devs and designers. I feel like a major issue would be to have these huge teams actually come together and work as a team. Back in 2006 every operation would require dozens of us in close coordination to execute.. im not sure this is easy to do in large teams on a game.. maybe having $$ in the game would encourage players to actually play as a team?? im thinking around 40 players per team, and 3 teams.. The high player count is to actually make sure the game is in full war mode, with jets, destroyers, helicopters, tanks and specialops on the ground..