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Showing content with the highest reputation on 2023-05-05 in all areas

  1. Issue: People use garrisoning to take off targetting off units. Example: Someone pushes with barracks using garrisons/ungarrisons from said barracks. That means that targetting of 30 units can be reset by garrisoning them in 3 barracks. Ungarrisoning instantly makes it possible to kill units that are capturing barracks. Suggestion: 4-6 second timer when unit is idle and vulnerable to dmg doing nothing while garrisoning. Alternative suggestion is all armor becomes 0 but unit can attack while garrisoning. Conversely, ungarrisoning units should not be instant.
    1 point
  2. Eliminate sniping, no. We can’t do that since it is just the user controlling units. However, the rebalance should reduce its effectiveness so that it is likely less effective than other forms of micro. Note that this depends enormously on composition and upgrades. automatically sorting by resistance would be extremely lame as this is automating a part of the game that depends on player knowledge, experience, and skill. automating this puts way too much control into a “black box”. in an ideal balance context, the advantage gained from manual targeting will be very small anyway. The benefit of automating it would be obscure for most players, and for experienced players, it would just mean watching a mathematically determined battle outcome, hands free. In battles, I want some control over the outcome this is part of the excitement of 0ad. Instead of proposing automated workarounds, let’s actually address the root of the problem: https://gitlab.com/real_tabasco_sauce/0-a-d-community-mod-unit-specific-upgrades/-/compare/main...melee_buff?from_project_id=36954588&page=2&straight=false In other words, let opportunity cost be the reason to use micro other than sniping.
    1 point
  3. It's true melee re-balance would decrease the problem by making the default attack on closest enemy more reasonable in more situations. And your proposed changes are exciting. But fix sniping? Really don't a stance that allow for sorting units by resistance or anything is neat? darn, cool. Would be so much fun to have a kickback thing too when charging. Definitively, funnier stuff then sniping (aka click on all enemy units to emulate sortUnitsByResitance(); ) would be good for the game.
    1 point
  4. It gives to make a topic about innovative mechanics. That's important because every time the team introduces one they have to rebalance the game (that's good). Sometimes I would like to touch those topics before the change happens.
    1 point
  5. Not sure if you mean "freeze" which would mean to keep the current meta and keep sniping. What I have been saying is to just fix the actual problem, so that sniping does not win every time. (maybe only for certain special situations). Here is my solution, it will debut in the community mod since it is such a large rebalance.
    1 point
  6. Is it not obvious then to fix the actual problem, instead of making sniping automatic? It is common knowledge that having an appropriate skill gap is important for entertainment. Players want to learn and improve. This is how players enjoy games for years, not a couple of weeks. You brought up adding a completely inappropriate skill gap (singing) to explain why it is bad to have an appropriate skill gap (micro) in 0ad, which is comical. Notice I never said we should add more micro, just that we should caution ourselves on automating important parts of the game. If someone wants to automate a lot of the game on their own, I say they are welcome to, but this should be used in casual games, not super competitive ones.
    1 point
  7. Just combine two games into one. Empires Ascendant and Empires Besieged will now be selectable "game modes", which should be renamed "500 B.C. to 1 A.D." and "1 A.D. to 500 A.D." And what's with the "phases"? The phases will change as before within their "modes". As for a complete overhaul of the game, then why did the developers split it into two parts at all, instead of putting all of antiquity into one? You had a great example of the first Age of Empires where all the ancient nations were together. Now you will have to make a second game, which will be almost indistinguishable from the first. In my opinion, this is a useless job, unless of course you make a game on Unreal Engine and with compatibility with proprietary stores. It is possible to bring all of Late Antiquity into Empires Ascedant as upgrades and add an option to "lock" development until Late Antiquity, so Republican Rome would just have an "imperial phase" and all you need to do is add a couple of imperial units and change the design several buildings. Write a new "vision". And the site needs to be updated since 2018.
    1 point
  8. Maybe. Something like sniping definitely goes in the opposite direction though, and I argue that sniping is undeniably against 0 AD principle of denying "fastest click wins" strategies. Sniping is not about strategy or skill really, apart from just clicking very fast. Said who? Even if that was true, there is skill and skill, and it's ok to say that some particular skill is not on scope for the game. Would it be good for the game if it made it easier to win for players who can sing in tune? I mean like in some kind of crossover between 0 AD and Karaoke Revolution. That would increase the skill gap (because it's hard to master both worlds), but the game would become something weird and lose a lot of its appeal. An RTS game that does not over-reward insane micro skills has a strong appeal of its own, which is why 0 AD Vision was written that way.
    0 points
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