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The Regiment (SAS RvS style game)
Posted: 17 Feb 2006, 14:58
by Softball
Found this info over at SIMHQ, looks like it might be worth looking into. It was apparently released in Europe on 2/17 (Today). I may try to track down a copy, preliminary tests are positive by a few SIMHQers.
SIMHQ Link:
http://www.simhq.com/simhq3/sims/boards ... 2;t=002243
Official Web site:
http://www.konami-regiment.com/intro.php
Posted: 20 Feb 2006, 12:24
by KODIAK
Yes, given what i have read there it should be worth at least a look. I'll be watching for it myself.
Posted: 02 Apr 2006, 03:22
by KODIAK
Haven't seen this on the shelves yet. SB, do you have a copy yet? Has anyone heard anything firsthand good or bad about it? Guess I'll check the forums too, see what the general consensus is.
Posted: 03 Apr 2006, 11:27
by Jedi Master
From what I've heard, it's a lot like the old (pre-RvS) R6 games. You plan, you setup, you rush in and then the whole thing is done within 3-5 minutes.
Posted: 03 Apr 2006, 11:34
by KODIAK
You plan, you setup, you rush in and then the whole thing is done within 3-5 minutes
I'll be honest with you, it's pretty much the same way in RL too. 85% of your mission time devoted to planning & prep, for something you don't actually do - 85% of the time!
:lol:
Posted: 04 Apr 2006, 11:58
by Jedi Master
Right, and that's where RvS strayed from the "real" path, by making planning almost unimportant and having levels that took 30+ mins.
Posted: 05 Apr 2006, 03:17
by KODIAK
Admittedly though, it does detract from the game play side of things. My opinion is that you should have game and sim modes. Obviously, it would require different missions too - the long drawn-out affair, and the shorter high adrenalin missions. Simply put, in the game have the squadron taking up the different responsibilities of the Regiment in different missions - they can be CTW, or desert ops, or boat squadron, or mountain/artic warfare. The whole essence of being a trooper is lost by only having one type of mission - they should have expanded the game to permit movement from squadron to squadron. The perfect SAS game, would go like this IMHO:
1. You are currently serving in whatever unit in the British Army.
2. You are on a non-descript mission doing your normal job - a scenario erupts and you are caught up in it.
3. Your performance in that mission achieving tasks set you by a variety of personnel determine if you pass or fail - this will be your qualification to apply for training in The Regiment. (small video clip with CO making suggestion and handing you course attendance application?)
4. Attend qualification training for The Regiment, you'll have to pass (ala America's Army).
5. Once basic qualification is attained and you are badged, further training within whichever squadron you are assigned (player choice - but no CTW choice available at this time). This should be interspersed with various missions.
6. Once two or three assignments are completed, you may apply for CTW.
7. I believe that the game action should be a combination of FPS style kick the door in missions, and covert surveillance/stealth/discovery stuff like Splinter Cell. Results of the latter type of mission determining your intel for the kick the door in stuff. Obviously, this would leave some potentially undiscovered dangers, which then might be an unwelcome surprise at some later stage in the whole scenario.