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JC (naval supremacist)

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Posts posted by JC (naval supremacist)

  1. 20 hours ago, LienRag said:

    Thing is, if you just need to build more wells, then it's just another resource to manage, there's no real tactical implications, so it's basically boring.

     

    mmh no , since it can work differently , it can be something that decreases over time  and has limited stocks (like pop)

     Imagine that having 0 water stocks decreases the hp of your units slowly ( like the fire effect but slower) .     Losing units by thirst . Water is life after all

    Also, there's a real tactical implications :   forcing a turtle player to go out of his walls to defend its city weak point : water supply arrival

    Water buildings type :

    •   those that collect and bring water : Wells, Bridge, Pump near river (similar to a dock - it's ok for storage) , Rain captors ,  Mobile unit (just like maurya worker elephant)
    •   those that stock water and have limited capacity (basically to secure long siege )

     

    -> The stocks of water will go down as soon as the water supply is inferior to the demand

    -> Each unit will require a certain amount of water over time.  Op elephants will require a lot

     

    The downside of having a great pop can be materialized by having big needs in water and so it would act like the weakest link in a strategic game.

     

    Also, since early rush is becoming too risky to beat the  celts-mainland-ecobot-spam-cav "strategy"  in TG,   We need something that needs to reward early attacks more.

     

    0ad needs really needs some innovations. Game has stagnated since 5 years

    • Like 1
  2.  

    With Giving more pop cost it would not change anything before you reach pop max anyway,..   But later,  this would prevent the spam of those at late game as they virtually cost far less than regular units since you don't lose/replace them (hit and run) .  

    Cavalry should be meant to be used as some skirmisher forces that will operate beside , sneaky and mobile.. But now, it just operates as the main component of a stupid spam game. The cav champs are so good that they don't even bother to avoid spearmen

    Just like Rams ability to kill humans was removed for the sake of strategy , cavalry cannot be plain and simply just better than regular units

     

    • Like 2
  3.  

    What about implementing a feature that bans someone from the lobby for 24h if something like 3 or 4 users vote  "/ban Larsvandijk" within 10 mins

    That guy joins the lobby with no other purpose than ruining games (he doesn't even bother hide it) and the current questionable moderator seems to be very happy with it (unless he's busy muting people for not reason)

    Other user's command ideas :

    - "/block Larsvandijk" : to block his IP

    - "/ghost Larsvandijk" : your appear to him (only him)  with another name (random generated or picked in the old users database) 

    -"/mask Larsvandijk" :   you will be invisible to him and so are your games your are hosting.

     

     

  4. On 05/12/2022 at 3:00 PM, Stan` said:

    We blocked The #1 ISP in his country. And it was not enough. (Also prevented all the people from playing in his country) It was since reverted.

    nothing is enough for the most famous player of 0ad

    @BreakfastBurrito_007  people assume i'm "toxic" just because i say truth and help them improve. But in no way, i'm "toxic" just for the sake of "being toxic". This is just my personality . Many have notice (at least my supporters but also everyone else) that i have high manners and hold gentleman discussion thanks to my high education.

     

    • Haha 2
  5. 1* you don't need to be in passive mode to lure ennemy units

    2* luring always been a tactic deployed by smart strategists on battlefields (napoleon and gengis khan)  .. opposite to tactical cosmic that sends all and cross fingers

    3* nobody can come with a clear line between "dance" , "micro" and moving units .. if your hero lost him self on the front lines , would you sacrifice it ? What's dance , moving the same unit 2 times per second ?  Seems that moving back all the front melee is already too much dance for you

    4* "dance" has been removed already some versions ago .. the 'dance' will get some damage no matter what whilst it was possible to have any unit moonwalking taking 0 damages 

    5* micro units is the answer that address the problem of short distance units bumping in each other.  Slingers are still superior to skirmishers if the terrain is not total clear.

    6* anti-"dancers" are those who are generally angry to see their op ranged units losing a battle ...  " meeh, let me auto-spam units from 20 cheap wood barracks" 

    7* yes, "dance" is more clicks .. you can still play simcity if you think that 0ad should be nothing else that ecobotting the fastest, send all and win on auto-pilot

     

    11 hours ago, king reza the great said:

    limit number units who follow the opponent units. or force units to attack nearby units.

    bad idea for 2 reasons

    - you may want the AI to compute at each frame -  instead of each command -  the closest enemy unit and this for each unit ..

    - you really want the AI to cancel each of your command so that your units will run after the enemy hero dancing behind your lines ?  

     

    • Like 1
  6. On 03/08/2022 at 6:24 AM, wowgetoffyourcellphone said:

    Cavalry = 2 pop

    yes, most easy way to implement . 

     

    I created this thread because i think that in any aspect of a strategic game, an advantage should carry somehow a downside  .. so the team/player losing could recover and not play a game that is rigged to be gg within the next 10 mins .  An example in 0ad would be territory expansion with CC ,  thats as many as CC to defend and with bad coordinations you can lose them  1 by 1 as your army is scattered everywhere on the map ..

    All elements of a strategic game that favor braindead spam should be weighted or removed. A good thing in 0ad is that stone-paper-scissor aspect with that hack,pierce,crush  ... i couldn't imagine 0ad without that .

     

    So about cav,  one can say that Cav are not able to farm, mine or cut wood ..  ok, but as i said, once you got like 120 cavs, u really dont need lot of citizens to replace casualties   since you use allies as meat shield ..  it goes to an extend that looting makes cav   eco-self-sufficient  to keep the spamming ..  With op units like Firecav, the damage taken are so slow u can offer the luxury to micro damaged firecav and heal them back in a captured temple. Just unstoppable     ..  so really there's no downside  - or too few - in having  a bunch of cavs in the middle of a TG.

    Cavalery = 2 pop is good idea

     

     

    • Like 1
  7. There's 2 things that comes on my mind to keep CAV as it should remain to be  : a rushing unit and not a darn spam unit

    -> remove their ability to capture  ( debatable )

    --> Limit their pop cap to 15%-20% of total pop (undebatable , it must be)

     

    People gonna say, yes but cav cost 50 food more  .. i would answer that since you lose your cav at very slower rate than infantery, they cost on the field,  less.

     

     

     

    • Like 2
  8. can we get rid of this idiot ?  he ddos in TG when specing or losing.  But this time he ddosed me in a 1v1 in rage.  I knew he would stop a losing 1v1 but i cant stand he can randomly pollute the lobby with his nolife activities.

     

     

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