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Giotto

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Posts posted by Giotto

  1. I suppose this could be accomplished by downscaling all the player entities (buildings, troops etc). You would end up with realistically sized soldiers and the rest of the map could remain relatively intact as they take a while to make.

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  2. Dude you are a machine! Well done, this mod looks awesome. One thing I really think is missing from the main game is more Tech's, especially later on. Also the idea of placing store houses + farms outisde the main territory is very interesting and I feel would fit in well with the idea of upscaling the size of the maps. Would lead as you say to strong centers and weak surroundings.

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  3. Sounds good, but just a few things I've noticed.

    Games that go from micro to full on macro tend to become games about rushing. There becomes this general formula for winning, build A, B and C then attack with X, Y and Z. What I like about 0ad is the diverse number of ways in which you can play the game, you have to ajust your plans when someone gets a little in front of you. "Bad" RTS games often kill diversity by advancing to macro too fast.

    Secondly LAG (fairly self explanatory).

    Finally games can get really monotonous at the end as time drags on. When an opponent puts up 4+ fortresses it adds another hour to the game and ends up being a competition to see who can run out of resources first.

    I just don't believe it's viable to go from a micro management game to a full on macro game. AOE succeeded because the number of troops did not get out of control and it still mattered which troops you got at the end of the game.

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  4. In terms of boarding could you have a simple measure of the number of melee, ranged and seige weapons on a ship which would then determine its ranged and boarding power. I don't think much of an animation is needed. Perhaps just have them align next to eachother at which point they become interlocked and cannot move until one of them wins(other ships could join in as well). The problem is that you need some way to identify that the ships are in combat on the decks. Soldier animations would be nice but maybe just have them turn slightly gray/have a different coloured flag or something.

  5. Hi.

    I think it would be a good idea to implement a basic ui similar to the tech tree which shows a basic combat guide, with the various counters each unit has. It can be frustrating trying to find which units to use in a particular battle with only the unit hack/pierce stats. It doesn't have to be complicated, maybe just an icon with the unit at the top and what units it is good against bellow and bad against bellow that. Its hard for new players to learn things like archers and melay cav are both good and bad against each other (due to the archers low armour and the horses speed but large target).

  6. On the subject of catapults, I think the damage they do is fine, but they need to have less health or can be captured by the enemy. I played a game where at one point The ai had 5 catapults and I charged with my cav but it still took them a while. Also battering rams: what beats them?! OP in my opinion.

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  7. Battering rams should be bad against infantry, good against buildings. Catapults should do considerable damage to only a few troops, the reason they were never used against people was because they are much more effective against buildings. Knocking around a couple of people is a little inefficient when compared to buildings. I reckon slower reload by higher damage against buildings. Bolt shooters? I honestly have no idea how to use them. Think they need a bit of a buff (from a 17 haven't tried on 18 yet)

  8. No game will please everybody. We all have different opinions about how it should look and play. Taking this into account you can't make game that everybody will like, what you can do is recognise your target market and alter the project to fit them. Kicking_bird I don't think you have understood that this project has a target market, or the general direction that the project is changing to fit that. The target market for this game is not the hardcore aoe players. If it was, sure alter the game to fit that, but it isn't. The fact is the people who are on these formus are the target market, and they all disagree with the major changes you want to make. Its not because the team is a conservative unchanging bunch of people, its because they are making the game THEY like and one that the community will like.

    I don't disagree about the art aspects, the game could use improvements in that respect, some textures are old, look strange now. Thanks for your contributions but you haven't tried to improve the the game which has been brought before you, you have tried to alter it to some alter aoe game.

    To the game developers: it is important to listen to what the community says, and consider putting their suggestions in the game, but it is also important to stay true to what you originally wanted to make and what you continue to what to make. Allow small alterations but be careful of massive changes like what kicking_bird suggests.

    I'm pretty sure you know what your doing though :)

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