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Sighvatr

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Posts posted by Sighvatr

  1. I throw in a vote for the Ptolemies. I'm digging up articles and books in my local library for that civilization. Macedonian/Egyptian warriors look pretty badass.

    NileMosaicOfPalestrinaSoldiers.jpg

    Also, a pre-roman Ptolemaic civilization provides more variety of units over other factions. There is the entire Ptolemy dynasty to assign as heroes. The Civilian-Soldiers would be the native Eqyptian forces, and the elite Ptolemaic forces would be more Greek/Macedonian influenced. The building architecture is mostly pure Egyptian with very little Greek influence.

    edfu_pylon.jpg

    Also, the Ptolemaic empire controlled a large section of the Mediterranean, and commanded the largest navy at it's time before the Romans conquered them.

  2. How about different variations of Conquest?

    Building Conquest- If a player has no buildings left on the map, he/she loses (excluding walls and gates).

    Team Survival- If a player is killed off entirely, than his entire team loses.

    Building Conquest would be a great gametype for those who dislike searching an entire map for hidden units. Team Survival would cause players to rely on the other in order to guarantee success.

  3. I agree about the speed of economy - I wouldn't want to see units move any slower when conducting economic activities. Perhaps units inside territory would still move the same speed, but outside of their territory they move at a slower pace?

    I guess having greater control over battles is why I mentioned this - I feel the pace of battle reduced control because everything is over so quickly. There may be other ways to tackle this though rather than just increasing hitpoints as I suggested.

    If units moved slow when they step outside of their territory, it still slows the game down. You take away some people's economic strategies. The speed set for each unit is already pretty balanced. It is the combat itself that needs features. If we implement a Roman Turtle formation that allows your infantry to become immune to projectiles, than that slows down the combat, and the opponent has to rethink his strategies. Also, slowing down unit speed in general does not let you perform quick surprise attacks as fast.

    Why not make the AI set up its army into formations just outside/inside the player's border? Then after a pause (giving the player time to respond and think about tactics) the enemy could advance 'set up' rather than just marching into your base in a big column. e.g. the Ai puts two formations (lines) of spears/swords at the front, a line of archers a little behind and a group of cavalry at the flank(s) and then advances forwards like this once inside your territory.

    That'll make the game too easy. Lol
  4. Slowing down unit speed in general, slows down the entire game itself. I think the amount of time it takes to build an economy is reasonable as of now. I dont think there is any reason we should speed or slow down combat. I just suggest that we have more control over the battle than to watch our units play a rock-paper-scissors battle.

  5. I like the suggestion to put more emphasis in battle.

    Just because you increase the map size, it doesnt mean that it will slow down combat. The only difference is the delay of time to get to the battle scene. The battles will still end quickly.

    The only problem I see about slowing down combat speed, is that battles will grow larger, because players can produce troops fast enough to constantly reinforce. One ongoing battle could determine the winner.

  6. If possible, I would want 0 A.D. as far away as possible from Age of Empires. Age of Empires was fun in itself, but it tremendously lacked historical accuracy in the art and gameplay. Instead, we should focus on what realism we can include into this game that Age of Empires lacked, yet keep the gameplay both interesting and fun. I'm just surprised that 0 A.D. lacked the need for unit formations, as that was historically important in ancient warfare. The infantry needs some kind of buff that would balance them out against cavalry or archery, and I'm hoping that buff would be to create infantry formations. So please, I don't like to look at 0 A.D. as another AoE clone.

  7. I would like to add that any south american civilization included with the mayans still wouldn't make sense with the other factions in-game. Iberians may have never fought indians or persians, but they have more ties to them than any ancient americans to anybody else in the world. Regardless of the unconfirmed theory that the Olmecs have traveled to asia, because of the artwork they created of foreign animal species.

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