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Mankind: An MMO Strategy game.. in stores now

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Well, I''ve yet to go and find reviews of this game, and i''m not quite sure when it came out. However.. if you like strategy games, and MMOs, then go check this game out. I would have bought it.. but i had to pick up some other things to play through first, and an online game would only further waste my time. However, the game looks VERY good in deed. You set up your AI to do what you want, and the game plays while you''re not there.. finally someone impliments a good idea Anyways, go check it out, and if anyone finds some reviews of it, post links here. J

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Guest Anonymous Poster
[No one liners, even if the original post may be a slight bit sarcastic
MKV]


Edited by - MadKeithV on January 11, 2001 3:26:25 AM

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This reminds me of the good ole days of hot seated flaming fun. Aliens bless those days, they were cool.
*places rusting ole flamer back in its holster*
*twidles thumbs*
Ho hum

A designer doesnt need to know everything about code, they just have to have an appreciation for its limitations and how those limitations affect features they may wish to include in their design. - Drew

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Maybe I can actually make a topic out of this...

What do people think about this AI automation concept for when you''re off-line from a MMO game? I play empire / strategy games to death, and don''t trust my AI managers when I''m at the computer!

If the AI can actual play just as well as you can when you''re off-line, then where''s the fun for you in playing? I''d actually get bummed knowing that

1) a machine could always play just as well or better (because if it couldn''t, then it''s not qualified to take over in your absence, and you have a serious balance problem)

2) all strategies are already known (for the AI to be able to implement them, the designers have to at least know them). People could simply watch the AI play, and due to inevitable predictability learn more than they would have playing against a human.

I''ve seen this proposed a lot for MMOs, but it doesn''t seem like a good idea. Thoughts?

--------------------
Just waiting for the mothership...

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Why not use a system where you could program the AI yourself? using some sort of scripting language to respond to events, and to trigger other events in the game. While it might not be very good for formulating great battle plans, it could mean you could do all your "housekeeping" automatically. You could set it to build units every so often, or to replace ones that are killed, or maybe even to automatically go out and find new recources to mine. Other possible tasks could be construction management and research. By making it possible to edit your AI from in the game you could tweek it depending on how the game progresses and make sure it does what you want.

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Good suggestion. But there may be a problem...

What happens if the scriptable AI is so good that you CAN use it to make great battle plans? What happens if the AI is so good that it can defeat other humans while you''re elsewhere?

That could mean that the most successful players would be the ones best able to put together AI scripts. They wouldn''t have to spend much time actually present at all!

Just a thought.

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If the scripting language was so in depth that you could command every unit and formulate brilliant strategies tghen it would be horribly complex. If your playing a game you want to play the game not spend hours writing complex code. To implement it so that it was modifiable in the game it would have to be kept quite general and simple, that way your AI couldn''t win the game for you but it would be useful for helping you out with things like construction and recource gathering during the game and if used in a persistant online world it could just make sure that your empire doesnt fall apart or just grind to a halt but it doesn''t really need to advance your empire either.

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Mankind is buggy and badly designed.
I was one of the beta testers, and in fact the game was never beta tested due to pressure form the publisher.

I went Mankind but the interface is awfull and the game buggy.
Some servers are down so colonies of player that are in the sectro covered by the closed servers aren''t available.

Game Design contains hundreds errors that make the game not very interesting, hopefully there was a strong community of players.
But many won''t continue to play the game after their 1st year because of the bugs.

I know several people having played it, and they all stopped.
I also know people who have created great Mankind support sites with forums... but they also stopped

Too bad I was so happy at it''s release but the dream turn to be a nightmare

I jope Mankind v2.0 will be what they promised the 1 to be.

-* So many things to do, so little time to spend. *-

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Mankind?
Heh, just ask these guys what they think about it, they are paying to betatest this game.

http://www.delphi.com/MKO2/start/

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quote:
Original post by Anonymous Poster

[No one liners, even if the original post may be a slight bit sarcastic
MKV]

Edited by - MadKeithV on January 11, 2001 3:26:25 AM


Oh, why''d you have to delete the original post? If it was a slight bit sarcastic or humorous, you could have left it and just essentially smack anon''s wrist...
--


WNDCLASSEX Reality;
...
...
Reality.lpfnWndProc=ComputerGames;
...
...
RegisterClassEx(&Reality);


Unable to register Reality...what''s wrong?
---------
Dan Upton
Lead Designer
WolfHeart Software

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One players review of Mankind: a bold strategy game idea.

I was one who paid for the beta...a year subscription which kept getting extended because they would hold servers down for periods of time to update game to newer versions.

As for the game itself, the idea is one that could have made it a good play if not for some (in my opinion) major design issues/flaws. Although you may think placing a cap on amounts of ships or cities to build is unrealistic, in my opinion, it is this LACK OF A CAP on the number of units you could have is what killed the game for me. Although some swear by it that its the best thing because it strives to be realistic. And this issue is a totally great one to bring up in here if your looking to create massive style games, whether games should have caps on amount of units a player can have or not.

Anyways...
Imagine players who have been playing months if not up to a year before you. They have researched all possible types in the game, from city's to ships and have managed to build a lot HUGE cities to generate income in the millions of credits A DAY!!(consider a single ship may cost 100 credits and you start off with 1 ship). Now that they have the income coming in daily they can build HUNDREDS AND HUNDREDS of ships to completely annihilate anything you have if u piss them off. BUT even worse....there are so many ships in your veiw that your COMPUTER CRASHES FROM THE OVERLOAD OF OBJECTS ON THE SERVER and your system(and infact servers where crashed because of the huge size of these players fighting one another). And there are GUILDS of many players with astounding size like this. Sounds fun until you cant even log onto your system to control your ships while the other is off blowing things up.

Let me also mention the huge amount of time you must spend just trying to manage to manage your systems with say 3 planets each. Yes, not all planets or systems have what u need so you may be spread out among different sectors of space...very time consuming to switch between them. Not to mention moving huge numbers of carrier fleets from one destination to another is totally ridiculous. The massive size a player can get is totally appealing and thats why many have kept playing it. It reminds me of when playing everquest when i waited to heal LONGER than i actually PLAYED the game, except for mankind i was spending all my time moving ships from one planet to another gathering endless amounts of resources to sell...blah, i felt like i was at a job. The user interface and teadious resource gathering were not designed to work well together and this is why moving transports took forever to do..in my experience.

The guild structures where probably the better of it, meaning the players definately formed guilds with a particular motto in mind(like keepers of peace, or the exact opposite, create anarchy). It was this human dynamic which made the game possible of some exciting interaction. Of course its all fun until 500 carriers carrying 30 ships each fly into your sector of space and you know its from one of them guilds who LOVE to totally destroy all your work youve spent the last 100+ hours building...just because they are bored.

I played for about 4 or so months and this was about a year ago, so i can only attest to what was happening them. So, things may be improved in some respects since then so this is a warning about its past...you go from here.

aka John M.
Never give up. Never surrender!




Edited by - GalaxyQuest on January 11, 2001 6:43:04 PM

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I had an idea a few years ago but didnt have the knowledge to make that idea come to life... Mankind came out and I was SO excited. I signed up and paid for the beta... I was extremely impressed with the graphics... everything is 3D with neat looking flames coming out of the engines, etc... I was impressed by the research and the environment.

But, after a while, it became apparent to me... everything was only skin deep. The research tree was pathetic in size overall, the environment was lacking because you either had people who wanted to build, build, build or people who wanted to fight, fight, fight... the latter typically wanted to do it against anyone they came across purely because they were bored... and that''s just it... the game got boring very quickly...

I keep my account active... but that''s only because I now know how to make my idea become a reality and I just don''t want Mankind to beat me there....

Overall opinion tho... wait for the next Mankind-like game to come out. There will be more of them, I assure you.

E.D.

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Well.. I went out and bought the game, since for only 20 bucks it comes with 3 months of online play. It''s got wonderful graphics, and great music accompanying it.
I will agree that it seems to lack depth. If you go to their webpage (www.mankind.net) you can access pages with the entire research tree. This fits on about 4 pages in 640x480.. LOL. It''s a bit shallow, in that you CAN keep creating massive ammounts of ships. I''m supposing that after 3 months I''ll make another judgement call on how it''s doing. They''re up to version 1.7 currently. The guild element deffinately seems nice. I''ve yet to actually set down and build a base. The docs provided are poor in explaining how to actually go about playing the game. It took a couple hours of fustrated trail and error to manage to land on a planet.. something the manual spends two paragraphs on.

The game was made by a french company, and their english deffinately isn''t too good. Go to the legal page and look over the agreement.. LOL. Particularly the hacking section is really funny. It says that any "temptation" to hack is illegal. I think they meant attempt
It''s not TRUE 3d, you can''t fly up and down, you''re stuck in a single plane of travel. The view IS 3d, but the game itself isn''t. Kinda disappointing there.
I think for now, i''d reccomend people not to play it unless you got an extra 20 bucks to spare.

J

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