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JC (naval supremacist)

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Everything posted by JC (naval supremacist)

  1. I want to play I want to play I want to play I want to play I want to play I want to play I want to play multiiiiiiiiiiiiiiiiii player
  2. Can i ask any of my relative to donate to 0ad project the price of a new game ? Put JC in the communication field. You can ask for the logs, for me its ok, im fair player, if you decide to ban me from the forum its ok as I summerize all my ideas in 1 post
  3. Please, read carefully as I put all my ideas here in separeted points. At the end , you will find a very good idea of multiplayer campaign. ___________ So, my ideas are very simple , globally, make 0AD less God-like, so a bit less traditionnal RTS and a bit more RPG __________ - You are incarnated by a Hero on the map and you have to protect him. If he dies, your re-incarnate in his successor (if you have produced other ones, if not, you will reincarnate in the most graded unit with few visual range and strengh) - Make every CC/city built "controled" by another Hero (he will transmit your orders to the units which belong to the city) as soon as he gets your orders received by a messenger, he will apply them . Otherwise, he will act AI. (So the orders will like : kill these (+shift) ennemy buildings then retreat ; genocide all pop in a CC territory ... ) . So, secure roads and or paths will be required if you want to communicate with your colony - Make ressources "real" and no more "virtual" ; it means, you have to store gathered ressources in buildings and no more in a global-virtual portofolio up the screen : this imply that these ressources can be stolen (exactly like when you kill traders) and be moved from one CC/city to another one, thanks to roads and traders. The units are produced from the portofolio of a CC/city - Each units will belong to a CC/Hero but can be enroled under the army of another CC/Hero if you decide it (order to transmit). So 0AD will work like Rome with Consuls and their respective armies/legions. - Make food a good which can "perish/rotten" or a good that living units consumes every minutes : imply starvation for isolated/defensive CC .. unless , you bring some food by traders. Then you can really win a game if you ruin the logistic of the enemy. So food, will be less sustainable than other ressources. - You can train citizen in your own CC/barracks, but can enrole slaves, mercenaries in buildings like : ambassady and markets - The market, should be like a third player "invisible" on the map. Would act like an international Bank you can interact with as soon as you have a Market. It starts with an amount of goods : one can lend ressources if urgently needed or borrow ressources for unnecessary ones (and receive later interest rates). The market would lend ressources up to a certain limit for each players and Phase status, and will ask you interest rate every time you buy units as long you are in debt in a ressources. I.E : if you have -1000 wood , you have to pay a spearman : 50 food + 50(+10) wood. - The amount of each ressources the bank will have in stock, affect the price of each units you buy on markets : i.e you can order cheap foreign slave-champion-mercenaries if the metal is cheap and that moment. (like in the game Dune 2 with the StarPort) - As the buildings (and units?) can be captured, the destruction of city dont make any sense. I would be very glad to see Athene or any antique city. Capturing a CC/city should imply the acquisition of all the units belong to that city (at least, females). Just put your flag and colors on the city. Of course, one still be able to extend the city with new operational/military buildings, but the CC/city should be never destructible and should be represented by a set of historial buildings. ________________________ If you integrate those ideas, it will be easier to create some good SOLO campaigns. In multiplayer, one can make a VERY interesting new mode as you can create a huge campaign implying many players (each player = Hero/CC) where each game will be a battle/war . IE : Rome Vs Carthage : Split the campaign into 3 punics wars/game and/or battle in Spain with Iberian tribes (other players) . A player who plays Hannibal in the second Punic War won't have to play necessarly in the third game. So each campaign can be saved after each game. Moreover, like a tourney, one can imagine campaigns where parralled games are played. Rome vs Carthage - Macedon vs Hellenes , then, Final is the VS of the 2 winners. Basilcaly, make a MMOG but with a historical line and a scenario. Each historial event results in the opening of a slot a player can join. So this massive Campaign, should have to be split in as many games there were wars during the period covered in 0ad. IE : a player, like Mario, starts the creation the city of Rome with the Hero Romulus, he will have to enrole other players to play/control some other CC he created (like the city Massilia controled by the Hero.. Mac Donaldus) , lets say, elexis, if elexis don't want to participate the next war of Rome [ ie : vercingertorix (played by MacWolf ) vs Julius Cesar (played by ffm) ], he can let the slot open to another player or even leave his city and send all to Mario. If Mario wants to stop the campaign, he can choice a successor , ie elexis, and make Mac Donaldus the ruler of Rome. In the meanwhile, one can imagine that Rome will have to face either the Hellenes, either the Macedons .. depending the results of another Campaign played by other players. Mario (Romulus) , as the supreme commander of Rome, normally has to participate in each game implying the Rise of Rome, but as I said, he can let the slot open for a player he choice and take the commands again, in a next game. Naturally, this massive multiplayer campaign should end after a succession of hundreds of games/wars between many civs and will probably finish by the final battle between a western civ VS an eastern civ . Each Civ will have its private lobby were players can talk strategy. A player can even decide to rebel and become independant city but it will be a big risk for him! So this mode in multiplayer will be represented with a big map with territories delimited by CC/city represented by its own monuments you cannot destroy but only capture (a bit like the game Risk) with a color painted on each territory representing a civ. __ thx for reading
  4. By now, all across the world, I estimate maybe 30 players worth I play with among 6 000 000 000 humans. I should have 200 000 000 friends to find 1 who can play with me. #0ad IRC channel ? I don't know all that stuff. I will see . Anyway, In lobby I was unable to host, so I suppose it would be the same problem. No ? P.S : Do you think it makes sense that im banned in the lobby but not here ? Lot of allegations against me were just pure fantasy and just cannot never get ride of these allegations. Just ask some players who knew me, if all this was true or not...
  5. The trick against AI is even more blatant on Naval 1 vs 7 very hard
  6. Thanks Feneur, but how communicate to people the way to join my server ? Here, 1 vs 7 very Hard .. I put "Insane" speed otherwise AI on naval is insanly easy .. hihihi
  7. I can let my computer on all day , why not. I can make server for everyone How do you make that ? Also, players may know the existance of my server
  8. Offline you mean ? Or u mean LAN ? Both are worthless now, too easy. Its holidays next week in Belgium. He can let me play for 1 week
  9. .. sorry for that .. its not really heroic . Next time, each of my soldiers will face 5 enemy units then , and with the female survivors, I will annihilate 5 CC with forks and spouns. Hahaha .. if only Ieper can hear you ! If I was a bad player , probably I would never have been banned as never spotted
  10. Emperor, battle for Dune (old copy) I would say that most important is to know your ennemy. And with AI Petra, its not that difficult ^^ (but its quite good but not enough for players in the top 10 players like me) Not in order, those i remember : (Borgss - WW2 Butcher - Tango - Inkomen - ffm - JC - alekusu - Mario - WarBeast - MacWolf) . Of course, my outstanding naval skills consolidate my presence in this chart... hehe So, just take the strategy A against the enemy B. So, basically, against AI - Dont expand if you cannot face repetitves attacks, exploit what you have - Wait your moment to get all your extra required ressources by attacking ennemy Trade with adapted units. Its sooooooo more valuable than working When you know that, mouse skills let you VS more AI. But strategy is the most important. A total Turtling or Rushing would be a blatant fail. Now, you imagine its a pitty I cannot make good videos on multiplayer !! Do you know if a revision of my trial is on its way ? 0ad is the only game I play, I'm not a gamer. Some programmers say that I have to be like that , like this .. ok, but I see nothing coming :/
  11. - Its a good idea. In the RTS saga Dune, you have to pay tributes to the Emperor, otherwise you get attacked. Here, if you don't pay debts, one can imagine coming an army of the Deutsh Bank or something . Another way for the bank would be rather to give the enemy the amount of money (or more) you must pay back. - Dune game offers 2 way to buy military stuff : the factory where prices are definitive and the "star port" which is a interplanetary military market which fluctuating prices. Here, in 0AD, one can imagine that you can buy soldiers on a fluctuating price basis (slaves) and still enrole regular soldiers in barracks. - My idea was just to create a new dimension (financial) in the game where you can use a strong economy (lot of ressources) to break the ressources prices in order to make indirectly impossible for your ennemy to buy new units.
  12. Thanks ! I read this : " Prices are global, i.e. all players have the same prices and a deal of any player affect all other players as well. " Thats what i was talking about, a system of lending/borrowing ressources where the prices are affected on markets (and why not on Trade incomes as well)
  13. All this worths that people give their opinions as it needs quite thought. Borrowing/Lending ressources to market and how implement easily the concept
  14. But still , if you borrow 100 metal , its not impossible that the "market" ask you 105 metal later. So even, there is no money in 0AD, one can imagine that the 4 ressources can be all considered as "money" as you can exchange them for 1 to another. For exemple, the blacksmith use metal as money and buy his food with metal. The same blacksmith ask people to pay him with metal as he can build swords with it. This guy will put 100 metal in his word but will have to pay 5 extra metal to the Market as he was in debt
  15. ok, so if the ressources represent what you need to build a units and not their value, then you are right. ie N metal to build (and not buy) a sword) --> Its just that the market (possibility to exchange goods) gives each ressources a relative value. So this can leads to the idea of an "invisible" money
  16. Basically, like military Turtling VS Rushing , here, its a new 2 face strategy : Decide to over-growth by being in debt VS Saturate a market with gathered ressources in order to make the player in debt pay even more his units later. Both strategies have good qualities or down sides.
  17. The concept is simple, its inflation : the more a ressource is avaible on the global market (both players) , the less this ressources worths on the economy (ie : at the end of the game, food worths often nothing on market) the more you have to spend that ressources to obtain your good (my idea is to reflect this reality in the game) exactly like money. The american Federal Reserve have the power on the value of money as it can decide to emit money in economy OR to remove money from the economy. The availability of money (or not) influence the general interest rate on markets (more money = cheaper money = low interest rates) The are the master of the money and able to create big fluctation, creating people to be in over-debts when the interest rates are low, emit money again -> higher the interest rates and wait that they bankrupt (as they cannot reimburse anymore) to buy their real stuff (ie : houses) for peanuts. My idea is simply the same : a player with lot of ressources could use it in the same way by buying bonds (emit ressources) on the market in a way the ressources will worth nothing. In a result , an enemy with few metal (its an exemple) wont be able , no more, to buy strategic units like champions as it requires more metal to buy it !
  18. In other words, it will be good idea that you can make something with your extra $$$ to influence the game and also decide to be in debt if you think it can worth it. By now, its too binary : + xxx = you can buy + 0 = no
  19. Why not simply make a debt state an ability for each civ with its own floor limit ? For exemple : - Persian can be -500 of each ressources at Phase I , -1000 at phase II and -2000 at Phase 3 - Carthage can contract bigger debts but will have to pay bigger interest rates. - Ptolemies cannot borrow stone .. etc And, as said before, the bigger you are in debt in a ressources, the bigger you have to pay a unit with that ressources. i.e : Food : -200 , Wood : -100 --> A spearman would cost : 52 food and 51 wood ___ This idea induce the possibility to LEND money : Simply buy a bond of any $$$ in your market , market will produce it (like a unit or a upgrade), and you will get later the value of the bond + interest rate once produced ie : buy a bond of 100 wood, and you get, after some time, 106 wood. If you delete your investment ticket before time , you will just get you 100 wood back. The interest rate given to you will be in relation of the value of the good on the market. It will be less risky than trading but less valuable. Also, when you lend a ressources, lets imagine that the ressources is CHEAPER on the market of your ennemy , so, it can helps him and be a down side for you in short term ___ So with this, people can make some long term strategies. I know its a bit fuzzy but one can imagine a game where you can plan a big crisis of metal. I.E : -> you decide to collect lot of metal, you decide to buy "metal-bonds" (= you lend Metal to the Market) -> then your ennemy can obtain cheaper metal on market (coz its more avaible on Market), -> you have more metal later thanks to interest rate, -> but the metal value can collapse if your ennemy dont buy metal on market (even if he might do it) ... -> in a result all players will have to spend MORE metal to have a unit (ie : a champion will cost no more 50 metal but 93) . ____________ To summarize : make fluctation between 3 things and find the right balance - ressources gathered - ressources invested in bonds (tickets you invest/buy at your market) - fluctation on price of units This will create a true FINANCIAL (above economy) aspect on the game and the possibility of new strategy as you can influence the price of units.
  20. Its interesting to notice on the Seleucid Shield the moon and the star : similar to Turkish flag. I wonder what represent the symbol in the middle
  21. I revote as I can proof in a video that 1 vs 5 (very hard) is not difficult
  22. My first video Tutorial to teach how to easily win vs 5 very hard AI on mainland To see in "HD" watch on Vimeo
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