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wowgetoffyourcellphone

0 A.D. Art Team
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Posts posted by wowgetoffyourcellphone

  1. 31 minutes ago, LienRag said:

    I've played DE once, and found it too weird for me.

    Can't say it's bad, but it was too much of a change.

    Well, you have to approach it as its own thing, almost a brand new game.

     

    32 minutes ago, LienRag said:

    Also, farmsteads decay outside of territory if I'm not mistaken ? That makes them nearly useless...

    Not in DE. :)

    • Like 1
  2. 17 minutes ago, BreakfastBurrito_007 said:

    I know a lot of players like medium map size and normal map size. I'd kinda like a size between large and medium. I think the issue with shorter vision ranges is that ranged units need to see as far as they can shoot.

    Well, indeed. The very large range of ranged units is part of their OP. 

    • Like 1
  3. 4 minutes ago, BreakfastBurrito_007 said:

    well most of the problems of aoe4 come down to implementation, so I'm sure there's a good way to make a more balanced spy unit. I think the only concern for it in 0ad is how easy it is to see much of what happens on the map. Once all players in a tg have made their first moves after a relatively boomy game then its very easy to predict the flow of the match from then on.

    Yeah, that's kind of a problem of huge vision ranges, IMHO. DE is better in this regard. ;) 

    • Like 1
  4. 1 hour ago, LienRag said:

    5 - There are very little secondary objectives. You can put most of your production around your town center, so there is very little for the enemy to do beyond a full-scale attack.

    6 - The territory system is all-or-nothing. If (at high cost) you can extend your territory to some place in the map, then you can build a huge defense system there and exploit all the resources. If you can't (and possibility to do so comes only at second age) then they're nearly nothing you can do.

    In DE, the map has interesting capturable items, such as Shrines, Cultural Artifacts, Pirate Docks, and Farmsteads. One can also build your Storehouses and Granaries in neutral territory, for what I call the "Strong Core/Weak Countryside" dynamic. I've slowly started adding things kinds of things to the base game's skirmish maps, but no one plays skirmish maps on the lobby, unfortunately.

    1 hour ago, LienRag said:

    3 - We don't have siege weapons, we have artillery : They have a way too long range (especially, compared to range of vision for buildings) and they are way too powerful and too strong against melee units. To destroy an enemy siege weapon, you need a sizable force : historically, just getting a melee unit near an enemy siege weapon usually meant that the siege weapon was toast².

     

    Yeah, base game's siege engines are kinda weird. Too much attack range, massive vision range, huuuuge Crush damage (like artillery shells). 

    • Like 2
  5. 43 minutes ago, BreakfastBurrito_007 said:

    The only truly unique features of the civs are then boiled down to shockingly gimmicky features like the japanese unique unit that hides as a villager in your enemy's eco and then can attack and go invisible.

    :mellow: I like this for a spy unit for 0 A.D. :( But it would be a standard unit though.

    • Like 2
  6. 12 hours ago, Dizaka said:

    The issue with ballista tower wall hubs is the concentration of arrows.  I believe in one of the alphas arrows from wall hubs were removed as players started placing wall hub towers and deleting walls for the purpose of free arrows.

     

    (Note:  I love the idea of ballista towers)

    Could just have a build limit. :)

    • Like 1
  7. It would be really helpful if Wall snapping was extended to include shorelines and cliffs, and Gaia objects such as mines and trees. Snapping new walls/hubs to the ends of a segment so that you can repair the end of a wall would be helpful too. Also, walls snappable to Fortresses and also the ability to upgrade wall hubs to ballista towers, etc. to make them more interesting and defensive.

    • Like 6
    • Thanks 2
  8. Yeah. We should scrub as many pre-Alpha 26 images as possible and push stuff like this:

    scythians_saharan_oases.jpg

    miletus_penninsula_spart.jpg

     

    Keeping old stuff around for nostalgia doesn't help promote a modern game. The game itself is also bloated with about 50 maps which are sub par and a bunch of old sub par world assets too. If a tree looks bad, we need to delete it. If a map is bad, delete it. Old textures, delete or update. For nostalgia or access to the older assets, the old alpha releases are always available for archeologists. 

    • Like 3
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