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Buckethead

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  1. The reason why I don't like the ship mechanics already in place is that their only attack is ranged, while IRL boarding and ramming where the main threats, and projectiles where just a distraction(at least that's what my history book tells me...). How are my mechanics overcomplicated? So I know what to fix.
  2. Hi, I've been playing 0ad for almost a year now. Overall, I'm impressed that the opensource community has created something of this quality. Keep the good work up! However, I feel that naval gameplay is kind of lacking at this point. As far as I'm aware, the winning strategy to use when at sea is to spam triremes along with your cheapest troops to fill them. This is not unique to 0ad: I've played AoE 2 and the strategy is pretty much the same. So, here's my 2 cents: Attacks: Ramming: This is already slated for implementation. I think that a successful ramming attack should deduct a lot of HP from the rammed ship, but if it survives, it keeps losing HP. This is to simulate the ship taking on water and sinking. This is also useful to get your precious soldiers off before it sinks completely. There should also be a tech in the city phase to eventually stop the sinking phase. This would simulate the technique of throwing an old sail under a hull to stop leaks. Boarding: From what I read, this was officially cut because of the complexity of showing soldiers fighting on ships. However, I have a way to implement boarding without all that complexity. Here are the stages of the attack: The attacking ship throws grappling lines to the attacked ship. Of course, this requires that the ships be side by side. Each ship has a loyalty bar in the same manner as siege weapons. and the total health of each soldier onboard is added. Citizen soldiers(incuding horsemen) have the same DPS, champs have slightly higher DPS, and heroes have the highest DPS of all. When the enemy soldier's health bar goes to zero, the ship loses loyalty and eventually becomes the property of the attacking state. Of course, if the attacker's bar is depleted first, it becomes property of the attacked state! Missile: Only archers garrisoned onboard ships can fire arrows. Ships: Fisherman class: can garrison 1 unit. It has boarding capability, but as you may imagine, it has no chance against even a trading ship. Bireme class: has boarding capability, but no ramming. Mainly useful to protect merchants and fishermen. Trireme class: The staple of the navy. Has both boarding and ramming capability. Quintrireme class: The siege weapons of the sea. Doesn't fire projectiles when empty, but fires long range projectiles when garrisoned with catapults. Can both ram and board, but is slightly slower than other classes to prevent the boarding attack being OP. Merchant class: For trading. Has boarding attack to give it a bit of defensibility. If you got through all of that, thanks! I put quite a bit of effort into this. Hope this was of use, Buckethead
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