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Radiotraining

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Everything posted by Radiotraining

  1. I may be biased, but I like the little realistic nuances that enrich and diversify the gameplay such as this, so thank Badosu for bringing it up. To expand the concept, I remember some ideas from @wowgetoffyourcellphone about "cities vs countryside" to encourage early expansion against turtling and full use of the map. One of the ideas was to introduce some cheaper and weaker version of CC, sort of military colony, that you can eventually upgrade to full CC once necessary. I really liked the concept and I don't know, maybe it could be an interesting blueprint for the camp you propose. Some cheap, early outpost that can serve to secure an area and can be later be upgraded to a CC. In this way, I think it would make sense as an added element with some purpose consistent with the existing game dinamics. I agree that it should serve as bonus area/dropsite but shouldn't produce units
  2. Personally, I downloaded and installed the GitHub zip something like a couple of weeks ago and is all working (great stuff btw!!) .. so not really sure what could have changed in the last few days
  3. Hi! Nice improvements overall! Loved the change on hp of structure, it looks more consistent now. If I may add, as a random player I don't mind too much a hard limit on fortresses (it always bugged me to see them sprawling everywhere in some maps, it takes away a bit of realism sometimes) but I agree that is may be not the prettiest solution. If I can share an idea for a soft limit on turtling: I thought that a way to simulate a resource penalty during a siege could be a food trickle for garrisoned units. It could make sense realistically, as if your troops are sustaining a siege they should slowly depleting your resources and it could add an interestic mechanic for sieges, as you can take down a city through starvation and you kinda force who's turtling to move forward with their troops to challenge the stalemate (or sustain a heavy cost for a prolonged defence, that's also a choice ) I never tested such idea so I'm not really sure how it can play out in the game and if it makes sense or is consistent with the general gameplay, but yeah, they are only my 2 cents
  4. Hi everyone! I know this is a "hot topic" and is been already thoroughly discussed.. sorry if I'm jumping in as totally casual player of the game, mad respect and admiration to all the devs that made the new update possible! the game keeps being amazing! If I'm allowed only a little observation on rams, yeah, is the only unit that feels a bit "weird" in the game, but I couldn't pinpoint exactly why. But I came to the conclusion that is probably because they make any defence feel completely irrelevant, as it takes only a couple of hits to bring down a tower, no matter how upgraded and how many people are inside. This, coupled with the lack of visual feedbacks, makes the buildings feel like made of butter and the rams like unstoppable tanks, giving a unrealistic feeling to the siege mechanic. Yes, rams are extremely vulnerable to certain attacks, but if left alone they still can destroy two fortress in a row and some towers without a flinch, so I feel there's a bit of unrealistic unbalance here. Maybe to bring back better balance, could be an idea to add an "extra" tech for towers in later phase? I don't know, unlocking "fire arrows" (if they're historically accurate) or something that can justify a stronger defence that better reflects a fully garrisoned and upgraded tower? Towers should be anyway easily destroyed by the ram, but at least the ram would suffer more damage from the arrows and I think this would reflect in a more realistic gameplay, where a strong defence can effectively slow down an advance (and not being useless as currently is) This could also takes away the necessity for a overly strong sword infantry or other rams to beat a ram and would smooth down the striking differences and unbalances. And maybe a weaker ram could force the introduction of a catapult in combination and spice up game variety during sieges (?). I know there are probably already plenty of good reasons why it's the way it is, especially when it comes to competitive matches and I know there have been already plenty of other suggestions, like making rams capturable and so on.. take this only as a general feedback from a general player with a big pinch of salt! I hope this could be a constructive point of view and in any case I already fully enjoy the game as it is! Thanks to all of you guys!
  5. Just a quick overthought : Ideally, to answer the problem, the attrition thing shouldn't be so strong and should be easy to counter-effect, but maybe just at some "x" expenses of food. This way, is not totally punitive, but only pushes you to consider this aspect (and build a solid economy lol) But yeah, can still maybe alter the gameplay tho, and in that case I agree with all your observations
  6. Thank you for your comments! Yeah, I was still tweaking the idea but both your points seem fair enough. Pretty dope to know that there are already enough features in development, that makes me excited! Ahahaha I understand that another feature might be redundant at this point and maybe is just not the right time to talk about it And thanks to Badosu points regarding gameplay that I haven't considered deep enough. The idea to reverse the feature and make a bonus of it, instead of a penalty is an interesting workaround and maybe would fit better with the existing dynamic. Maybe in this case is more a matter of balance with the other bonuses in the game idk .. Think there are many good ideas in this topic if anyone would like to pick one and experiment a little .. but otherwise quite excited to see where the game is already going! thanks everyone!
  7. Hey! Thanks everyone for taking in consideration my suggestion and all the feedbacks! Even if not eventually implemented, is pretty interesting to jot down ideas and share different solutions! In general, I would say that the best solution must be easy to implement and develop into the game. It should work as an added nice detail, but not overhaul the established gameplay dynamic. Or, at least, that's not what I intended by proposing the concept. So, for example, I feel like changing the whole resource-gathering dynamic by making it unlimited kinda push everything a bit too far from the purpose at hand. To avoid too much confusion I think also that if we want to simulate a food supply system, is better to choose from one of the shared solutions, being either some effects on the food resource counter, or with some effect to singular unit's HP, but not a mix of both. On one hand, I like the food trickle idea for being quite straightforward, with a clear cause-effect between unit movement and food consumption. Especially if this is supported by introducing the expenses in the GUI On the other hand, I like also the vision proposed by Badosu! I haven't thought about RoN supply wagons, but sounds like the right model to follow for this game-mechanic. In this case, in my mind I was thinking about some standard "autonomy time" for the units when they leave your safe territory, and when this initial time finishes you start to have some slow effects on their HP (or maybe just the already mentioned "attrition damage", but at a very slow rate). No particular need to represent this visually, other than the hp line at some point slowly depleting. This should allow you to move your people freely anyway, and maybe do some very quick skirmishes and raid with the cavalry, but if you plan to start a proper campaign or sending your villagers far away to gather resources, you better claim some portion of territory or make sure your troops are supplied with either a wagon thing or some technologies to unlock. Think about priests. You can be totally fine without, but is just nice to have a couple or more with your army to cover your back. Similar way, it shouldn't be a feature that cripple movements and gameplay, but you wanna take care of this if you deploy some big strategy. In both cases, the goal should be to add a little realistic "nuance" to the battlefield, a small layer of complexity to consider strategically, and a deterrent for spawning massive armies and just flood the enemy without thinking. With this feature you should have some proportional food cost counter-balance to prevent that from happening too often. If it goes too far beyond that, and if requires too much micromanaging then maybe is not a feature worth pursuing in my opinion, as the game is already rich and this should be only a "plus" on top of what's already there and works well Just my humble opinions as a random player just happened to pass by this forum! Obviously the last word then is to the devs or whomever wants to experiment with the concept, but again, is very cool to have the chance to share at least some ideas Have a good day everyone!
  8. Hey! You're very welcome! Considering the effort you guys put into it, being a side-project along other things, makes the game and your work even more amazing and the minimum is to give proper recognition to that! For the slave/citizen thing : exactly!! That's the purpose I had in mind when I wrote that. Like, some sort of extrema ratio when you lose everyone else and you need someone to build something, for example About your feedback : I must agree with you, a food trickle alone without any other visual clue doesn't "fit" well with the gameplay. A quick solution to the problem could be a minus (-) value that appears together with the food resource counter when your troops start moving, to give a sense of the expenses. But at this point, I find that the effect on units HP more appealing, as it provides a sense of vulnerability to the units you send to the frontier. The problem is to find one easy way to make this effect reversible, so it doesn't affect the gameplay entirely, but just provide a small inconvenience to overcome in battle. For the sake of brainstorming, maybe a visual clue could be a small "starving" symbol that appears with the unit thumbnail to show that they lost their "autonomy" and just need to come back to their territory to refreshen this countdown and avoid HP loss? It could be some "extrema ratio" that only appears after a very prolonged time "abroad," so affecting units HP during long sieges, stationary people outside the territory, or whatever action that takes longer that a definite time threshold so to not affect otherwise general movement of people? Really, is definitely not an essential feature, tho. So I was just toying with the idea as long as it fits consistently with the overall game and makes sense to add. If it's too much of a burden, also coding-wise then nevermind Slightly off-topic : since I discovered this forum and some amazing behind-the-scenes of the game, I stumbled across a concept idea that you proposed somewhere, about "settlements" that you can build elsewhere and develop independently as towns and cities alongside your capital and I just wanted to say that is a really great concept and intuition!! It would bring more focus on map features and strategic expansion and add another interesting flavor to the game. Whatever the case, is really amazing all the improvements so far, so thank you and all the people involved for creating such a fun experience for everyone!
  9. Thanks for the reply, I had the opportunity to know your mod! and hey! this is actually a smart trick! it would make even more sense if is affected by the territory, so it really emphasise on the cost of conquest Anyway I downloaded and now I'm gonna try it out!
  10. Yeah, I'm not a developer myself, so I don't really know the feasibility of implementing new features, and also, I imagine the devs of DE arleady busy dealing with enough stuff than thinking of another feature to add to their workload, so take this idea with a good grain of salt. Ideally, what I imagine the best implementation would be a slow HP decay over time, with a way to counter-balance this effect. The decay shouldn't be something that completely change the gameplay dynamics, but enough to weaken your units if you forget them somewhere random in the map, you have to move them far away or you have to sustain a prolonged siege, for example, so you have to take that into consideration. While I was writing my point before I thought about the "upgrade" button already existing, that could push back the decay effect for each unit, but would cost something in food, for example. This way the cost would be proportional to the units you have selected on the field, so a big army requires some "high" additional food cost and a good food production in your base to keep it sustained. Another way would be simply some upgrades in the barracks that slow down the rate of decay, but you have to unlock it in different city phases, so you can get rid of this effect only in the last stages of the game, and kinda prevent random fast rushes in the beginning .. idk If we want to follow the "Imperivm" model, then that could be this mule/donkey units (or whatever) that follow the army with maybe some "area of influence" around that should cover the troops? In this case, it could be also an element that you can kill or conquer as well, I guess. Just throwing ideas there at this point ahahaha The "bonus" for the defending army would be obviously to not have any kind of HP decay for being already in the base territory, thus making it a little bit stronger In general I don't know.. I think it could possibly add an interesting dynamic in the gameplay, but can also risk to make it unnecessarily clunky. I guess it should be experimented and tweaked a little, but if it's also too complicated to implement from a dev standpoint, just forget about everything edit: just read the last comment.. gotta try your mod man!
  11. Hello! I don't know if it's the right place to write, mine is just a shoutout to the developers and modders of 0ad Delenda Est, because I really loved their work!! I just recently downloaded and played 0ad which is an impressive game already, but is only after trying DE that I really found complete satisfaction from the game. Although more experimental, I found the gameplay of DE a more polished and definitive version, adding a new layer of depth and complexity to the vanilla core. I felt the need to write about it on reddit ahaha Since, as far as I understood, both 0ad and DE mod are mostly passion projects, I couldn't help but recognize the amazing effort of all developers and artists involved. Now, I wanted to write in the forum as well to propose a further idea for the gameplay, since is still a work in progress. I don't know if new ideas are welcomed or this is the right place, but here we are. Please don't kill me. I come from a long experience playing a Haemimont Game, Imperivm (this: https://en.wikipedia.org/wiki/Imperivm:_Great_Battles_of_Rome) and there's an interesting element in the gameplay, such as food supplies for the army. Basically, there's a decay on the HP of your units, the furthest they march away from your town and villages, so you have to plan to have enough food supplies before starting a long campaign of conquest. Now, I don't know exactly how this could be translated into 0ad world, but it could be something related to territory influence, with some attack/defense penalty or HP decay - similar to what already happens to outpost - when you stations your army for too long outside your borders. This could open new strategic possibilities, for example giving a new importance to territory expansion, and also -maybe- prevent from just spamming the enemy bases with armies, forcing for a more calculated approach to conserve the troops. The reverse could happen for the defense, meaning that in case of attack the units in your territory result to have some bonus for being inside your area. Of course, together with this there must be also a system to secure supplies to the army in enemy's territory. In the game I mentioned beforehand (Imperivm) this happened by assigning mules with food to the battalion. I don't know if the same could be implemented, or other solution would be better, for example some technologies to unlock that counter-balance the decay/penalty effect, or the already existing "upgrade" button of the units. The idea basically would be to make the conquest of other territories less obvious and more costly, requiring more planning effort than just flooding the gates with units. I don't know if this makes any sense ahaha I just thought about this because I appreciated the details such as the slave/citizen mechanics introduced in DE, because it gives a great element of historical accuracy, and at the same time it opens up an alternative way to play the game, bringing it to a slower pace before booming. So, similarly, I just wanted add my two cents with an element of realism and strategy. In any case just take my words of appreciation from a simple guy who really enjoyed the game and can't wait for the next Alpha release! Ad maiora semper!
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