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Everything posted by wowgetoffyourcellphone
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Naval Overhaul (Alpha 27)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
I don't think you understand what is trying to be achieved. Think about actions per minute (APM). If you have to have units on deck and then use APM for those units, you now have to have a small number of ships because APM is limited by the human player. By getting rid of the entire "garrisoning units on deck" aspect, APM can be freed up and more ships can be allowed. If you want lots of ships in a battle, then you have to remove things like units on deck and multiple roles etc etc. If you want ships to be multi-roled and fully featured with on-deck garrisons you have to micro, etc., then you have to lower the number of ships. The proposed design in the first post is opting for more ships with a single role per ship. And for pathing reasons it is desired that ship models be decreased in size, which makes soldiers on deck even more awkward from a visual and gameplay standpoint. -
Naval Overhaul (Alpha 27)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
This dilutes exactly what I'm attempting with this design. While every ship was capable of multiple roles, most had a primary role. For example, the Athenian Trireme (in combat) was nearly 100% a "melee ship." Its ranged capabilities were largely inconsequential to their tactics. This design is meant to exaggerate those roles into identifiable classes of ships for easy and fun gameplay. -
Naval Overhaul (Alpha 27)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
I think every civ would get an arrow ship and either a boarding or ramming ship. Artillery ships are harder to justify for every civ. What do you think? My other idea is to strip everything down to 1 warship per civ and the differences between civs would be that you can have (or not have) upgrades to stronger ships based on civ. So, every civ gets at least a 'Light' warship, with some civs getting techs for 'Medium' and then 'Heavy' upgrades for their warship (SINGULAR). Further differences would come with special naval techs. -
Naval Overhaul (Alpha 27)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
The idea is to make ships that are dedicated to a purpose so that a countering system can be devise, kind of like a video game. -
Naval Overhaul (Alpha 27)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Another option is to add ranking/promotion to warships. -
Unit specific upgrades
wowgetoffyourcellphone replied to real_tabasco_sauce's topic in Gameplay Discussion
Can't use it. It's just an example. -
Unit specific upgrades
wowgetoffyourcellphone replied to real_tabasco_sauce's topic in Gameplay Discussion
2000+ files seems a bit excessive. lol -
Unit specific upgrades
wowgetoffyourcellphone replied to real_tabasco_sauce's topic in Gameplay Discussion
I was thinking scouting could look more like this or maybe reuse cartography.png -
Unit specific upgrades
wowgetoffyourcellphone replied to real_tabasco_sauce's topic in Gameplay Discussion
Yeah it's better, still not as good if they were moved to the 2nd row -
Unit And Building Names
wowgetoffyourcellphone replied to Davarish's topic in Game Development & Technical Discussion
Name is already fixed for A27 -
Unit specific upgrades
wowgetoffyourcellphone replied to real_tabasco_sauce's topic in Gameplay Discussion
signal_fires.png -
Unit specific upgrades
wowgetoffyourcellphone replied to real_tabasco_sauce's topic in Gameplay Discussion
Another vote for allowing the placement of tech icons. Imagine if the unit-specific upgrades were positioned directly below the relevant unit icon. -
@kody It should work now. @Stan` fixed it.
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Others RTS - Discuss / Analysis
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Down with the small trees mod! -
Trees shouldn't placing buildings and walls. See: Delenda Est.
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Yes, I'd like to see more distinctive play from the Defensive/Balanced/Aggressive AI levels, for sure. Secondarily, it'd be cool to have the AI player names have an associated behavior. So, the Miltiades AI having a greater chance of being Aggressive than the Hippias AI, for example. I agree. Some work needs to be done to make walls fun and viable.
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Also, keep in mind when these numbers were made up (probably by me at some point), unit collisions were a loot larger than they are now. Which is why I fully support looking into deciding on new numbers. One thing to keep in mind is as others have mentioned that there are gameplay concerns where you probably don't want a player to be able to throw 100 gatherers at a mine and get 3000 metal in 2 minutes flat or other such scenarios. But yeah, some new gatherer numbers for A27 community mod could be what the doctor ordered.
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Been working on a Corinthian Isthmus skirmish map update: First for Delenda Est, then I'll despecialize it (take out the Mercenary Camps, primarily) for Empires Ascendant. You'll have to contend with Pirate Ships, Brigands, and angry Farmers who will try to stop you from taking their rich farmlands.
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It wouldn't be bad at some point to add buildable decorative items, perhaps in a tab in the construction UI so they don't clutter up the panel with the standard building icons (cluttering up this panel would harm ladder players). Perhaps this decorative tab can be turned off and on by the game host in match setup. If the host wants to allow a more languid pace of the game for players to make nice cities, then they can enable it. If they prefer a fast-paced or ladder game, then they'd leave it disabled.