Jump to content

Giotto

Community Members
  • Posts

    145
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by Giotto

  1. It seems like the current nethod of attacking is really strange. You can click on a single unit or simply press h to halt your army, but this means either too much micromanagement or too little control. This topic is just to get some basic ideas for improving the attacking mechanism.

    My suggestion/idea: "front" attacks. Basically after selecting you army and hovering the mouse over the enemy a line will appear on the front side of their army depending on where the mouse is. If you click all your troops will attack units along that line. The size of the line could be increased or decreased as you scroll the mouse. This way battles would look much more realistic and the user would easily be able to strategise.

  2. But it is impossible or at the very least annoying to memorise every units 5-6 different traits (attack damage, rate or fire and all the armour resistance stuff). There needs to be some way to eliminate some stuff in order to convey a units strengths and weaknesses easily. My proposal means the user can see clearly where a unit is advantaged or disadvantaged.

    Another option is to make the combat stats as realist as possible so that the user can easily work out what counters what. E.g pikemen really should beat swordmen, because they have huge melee range, but should lose to skirmisher cavlry because they are faster. It just has to be completely realistic so that the user can figure out what beats what without needing stats.

    • Like 1
  3. At present a lot of units have a standard 70 crush resistance (something like that). Why not make this the standard at 0? It would make it clear which units have an advantage or disadvantage. Take the mode of all units hack, pierce and crush damage and make it = 0. That way you end up withunits that have something like -30, 20, 0 and you can instantly tell how weak/strong they are.

  4. Should definitely make building on things like shrubs possible (that annoyingly restrictive Gaulish 3 player skirmish map).

    I agree with the point about auto building locking placement. Would make city's look more authentic.

    Buildings can't be killed by arrows? (To stop towers instantly destroying stuff)

    When a resource collecting building is destroyed a small amount if treasure is placed, to allow the enemy to make effective raids. Seems like something that would be easy enough.

  5. I think between 4-8 main cultures would be good with 2-3 separate civs in each. More than that will make the game too complicated. Don't get me wrong I love the idea of having lots of different civs but there is a limit to how unique you can make them without more strategic capability. At the moment there is just not enough content in the game to make loads of unique civs. If you can get definite differences between the cultures im all for having loads of civs, it just seems hard to do. Even in the current version of 0ad the civs are not that different from eachother, making more factions under that seems very hard. Make the cultures really different and then make individual civs under that. People will mainly use the culture for their strategic approach.

    But still go for it!

    • Like 1
×
×
  • Create New...