Topic: CS Portable /
Official announcement regarding the future of Critical Strike Portable
It’s fantastic to see you taking the time to give us suggestions, which are indeed very useful. Most of the things you mention have already crossed our minds as well, so it’s good to see how much our own thoughts align with you guys.
I can’t promise anything at this point, but I can give you my 2 cents on the development right now (anything might be subject to change)
In our current prototype we have a very elaborate recoil system in place. This allows us, the designers, to tweak the exact values for each and every individual gun, giving them the right characteristics and balance. In Beta phase when we have you guys test out the game it’ll be very easy for us to tweak the exact values as soon as we receive specific feedback.
Good idea. Noted. More flexibility in your interface = better.
Agreed, smoke grenades, frags and flashbangs are a very important element of the game. We will spend a lot of time tweaking them to make them as useful and balanced as possible. User input on this in a later stage of development will be much appreciated.
I’m not 100% sure about this yet. Essentially bunny hopping is a bug that has been taken into practice as a feature. Some pro players might like this, but for a lot of people it’s an extra hassle. Whether it’ll be in or not, we’ll base it on how the community feels about it and what would be right for the majority of our players. In any case we’ll try to make the movement as fluent as possible.
It will be completely redesigned.
Minimap will be prototyped soon. Exact functionality is still up for debate.
It’ll be remade.
Done. It’s in the prototype.
Different Main Rifles for CT/T
Not sure about this yet. We might make the two teams completely equal in terms of functionality, but this hasn’t thoroughly been discussed yet.
Silencer for M4A1
In Counter-Strike I’m a big fan of the silencer as well and I dearly miss it in our current prototype. The main thing I’m worried about is cluttering the controls (mainly for mobile versions) with extra functionality. Lots of features like iron sighting and leaning left/right could be added in theory, but will probably be left out in favour of usability.
Different Helmet Penetration
Depending on how we distribute different functionality per team we’ll try to balance this properly. Helmets are in the current prototype.
Burst fire to Glock
Not sure if we’d want to add an extra button for this taking usability into account, but I think I have a way to integrate this into the game. I can’t reveal anything about this yet though, but I will in the future.
Sure, I mean, why not ;)
This will be completely redesigned. Currently I’m thinking about a system where if you start a clan, as clan leader you’re the only one able to invite people. People can request to join, but can’t join without permission. Clan members could be promoted to a higher rank to allow them to invite players and accept requests. Basically we’re thinking along the same lines here.
I’m planning to design a specific matchmaking system for competitive clan play with it’s own ladder system.
Already responded to this, sounds like a good idea indeed. Or at least some way of changing the map within a running game.
It still hasn’t been decided exactly which modes will be in the game, but they will be completely redesigned. Any user feedback in Alpha/Beta phase will have an impact on how it will be designed. Don’t worry about the visuals.
Radio is awesome.
Agreed. A good ladder system is a must.
I’m not sure if we’ll include many different modes right away, as development takes a long. ass. time. ;)
But zombie mode has always been fun and I’d love to include it in the game at some point. We’ll have to see how development progresses.
Remake Classic maps
No, sorry. We’re developing a completely new game. Stealing maps from counter-strike is not an option. Our maps will have a very high quality standard though, so this is something you should be looking forward to ;)
But who knows, we’re planning to support community made maps, so anyone who wants to remake a classic map is completely free to do so in my opinion.
We are aware of this. We’re taking this into account.
Yep, AWP is messed up haha. The entire accuracy system is to be honest. We’ve redesigned this in our prototype already and there are many modifiers in place that influence your accuracy already such as jumping, walking, crouching. We can modify this specifically for every individual weapon which much ease so any user-feedback can directly be tested out.
Thank you so much for your feedback. September sadly can’t be done. The code of CSP is in such a state that it’s pretty much impossible to go in there and change stuff without breaking the game completely. Therefore we’ve taken a different path. Developing a game costs an incredible amount of time, dedication and money. Of which you never have enough ;)
Trust me, I wish we could finish it by the end of September though. But you might want to do some research on how much time and resources it actually takes to develop a game. Especially if you want to do it right and not rush out a half-assed game.