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auron2401

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Posts posted by auron2401

  1. In simple terms, micro is all the small things you will do.
    Like moving your units, attacking specific units, Moving your farmers so they are closer to a specific building to increase food output, etc. So yes, the small things in life.
    Adversely Macro is basically grand strategy, technology, buildings etc.

    Anyway.

    If we're going to have a morale system, i would like it to be a very subtle thing.
    It should be modeled by group situation, not individual situation. So if they are mortally wounded, they won't care, but if all their friends die?

    Example: you have 100 units in formation, only, say, 20 will actually live long enough to surrender, if they are freshly trained. 15 veterans, 10 elites, and 5 champions.
    Math that out how you will, but i think that would be best.

    But it would naturally be more complicated, Elephants were used to maximum effect as a scaring tool, not a fighting tool. Most men are willing to fight a fair fight, but be crushed underfoot by a big beast? Not cool.

    • Like 1
  2. The range is very small (they almost need to touch), and we are monogamous, so 2 females doesn't change the amount.

    I can't even start to say how F'in amazing that comment is.

    Women aren't polygamous, though, right?

    one woman can sleep with help 2+ men work better so long as they... touch, yes?

    • Like 1
  3. Why would someone want to do that anyways? You need to micro your troops individually to make them have the biggest effect by making them attack their counters, move them around to avoid unnecessary damage etc. Just A-clicking a group of units into the enemy city isn't really what RTS is about.

    ...then don't do that?

    Don't force your opinion on those who want to have a different approach.

    Formations at the moment are literally pointless.

    • Like 1
  4. Male slaves should probably be good at woodcutting too, TBH.

    (and farming, but for balance sake i can see it being excluded)

    Oh and, if you're going to have citizens be two population, it might be good to have them just be good at everything. i mean, you won't be making many of them anyway, so it won't really impact much, but having them be bad at everything that isn't building is a bit.. pointless, as you would be building with your military units.

    • Like 2
  5. I've always thought the ragnarok power was terrible though.
    Unless your enemy uses masses of myth units anyway. (That's all the norse heroes are good for)

    Anyway, if it functions the same.. hmm. maybe not make them all legionaries.
    It should turn the light infantry into auxiliaries as well.

    and force the cavalry to be mercenaries. (since that's how it worked from that point on)

  6. Ah

    Empire earth 2.

    It wasn't a disaster, in that it.. ah.. had too many resources.

    I mean, saltpeter, oil, gold, iron wood, stone, tin,
    Yeah, too much muck, not enough guck.

    That said, a resource like EXP (aoe3) isn't too bad, especially if it isn't accumulated via gathering, and allows for timed strategic benefits.

    Makes the game more fun, and more competitive. as much as people moaned about it, 'twas a great idea.
    Allowed for more diversity in playstyles. Besides your civ, and do you boom, rush, or turtle etc.

  7. instead of just a flat 75% of resource cost returned
    How about you get a % of resources back based on it's % of health.
    Would probably prevent exploitations that you are probably thinking of.

    (I.E Fortress: Killed half your army before you got it, but i got 75% of my monies back because i deleted it! suckd in!)

    Would also make it so you don't have to program the distance to target preventing deletion, or, worse, try to balance it.

    *shudder*

    The less things there is to balance, the better.

  8. I don't think it would need to be from the ground up. Mostly needs GUI changes and features. The big problem implemtn this right now is the interface (also treasury goes negative which introduce bug, but that not a ground up thing).

    I did try it with my mod but the mentioned bugs and lack of UI sypport makes it hard to judge its success. At least, I can see it working very good for things like mercenary pay (though, I have ideas about 'dynamic events' like where the mercenary captain demands payment for his men and things like this that you have to bank up for).

    I was thinking balance and how the game is designed. 0ad is a very straight-forward RTS game with a few ideas... "borrowed", from other rts games, but nothing so dramatic as a Physical resource system.

    I'll say it again, it works in stronghold because the games are built around the system, it isn't the kind of thing that can be forced in without any consequences to gameplay.

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