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Design meeting report #3


Karamel
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Hello, we had the third design meeting yesterday evening.

There was DarcReaver, Tango_ who joined recently and myself, niektb was absent and excused later :). Stan and scynthetwhirler as spectator.

We just continued the meeting from the previous week which couldn't have been finished on time.

Evolution of a game through time

The game starts small with most of strategies available that could start action at around 3 minutes. Through time there will be more expension to bring more army facilities and supplies. There will be also specializing opportunities and choices to make to enhance some strategies over others

With the around 3 minutes being a rush of course (on #1 we said a game would be around 20 to 45 minutes), it may be longer. We also talked about training time, splitting or massing units, teching up, using multiple barracks, battalions and micro, too weak units for retreat.

So we have now the 4 sections of the game a bit described (which were historical accuracy, planning and winning battles, building a city, and evolution of the game)

Next meeting

The next meeting will happen this Sunday at 20:00 (Paris/Berlin) unless someone is unavailable like for meeting #2.

The suggested topic for this week is about general battle management (duration, speed, forming and so). From the meetings #2 and #3, one topic is more than enough for a 1h meeting.

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An interesting game that uses both individual and formation units it's imperium 3 (the great battles of rome).
It uses a hero to assign units, to make formations. You can see in this video, (altough later they mosh pit fight)

By 35 minute aprox.

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I would point to the classic Age of Kings that rushing often occurs at 6-7 minutes into the game, and furthermore, there is the feudal age rush, which occurs near a later mark in the game. This is due to Age of Kings having various stages in the game in which multiple aspects of aggression can be seen. I recommend that 0 A.D. emulate this by perhaps locking specific unit types until a later age, but that's just a suggestion. Regardless, rushes can occur on many different stages and earliest ones should only be able to harass above anything else. In later stages the damage could be more noticeable, but walling should provide a viable counter to this later aggression. In the later stages siege should make it possible to work through this strategy, yet fortresses can provide another source of defensive advantage.

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