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alre

Balancing Advisors
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Everything posted by alre

  1. wouldn't that need a two-handed, longer spear?
  2. nice, lively commentary, it reminds me of NoobRush. you should really use BoonGUI mod, it's good for playing and even more for spectating/watching replays.
  3. that finite resources are a good thing is only true in a general sense, not regarding every single one of them. fields yield infinite food, breeding is also unlimited, there is no reason to force every alternative to be limited instead. however, one could indeed propose a single map with this feature (described in the map description), before having it as a standard for all maps (I don't think it's realistic to have most random generated maps with intelligently dosed fish depending on size and players number). farms are always easier to defend than fish, because you can place wherever you want, and they are trivial to fortify. you can't build fortifications on sea. of course if you have in mind a hypothetical map where all the fish is safely on one player side, and all other resources too, and the other side offers no advantage, well of course there is a player who will be almost guaranteed to win.
  4. also possible, but how would you deal with technologies that increase the gathering speed of fishing boats?
  5. currently, given the relative cost of making a dock and a fishing fleet, or, on the other hand, a mamned war fleet, I don't see much strategic depth in fishing: you do it, it's good while it works, at some time it will be over anyway. I think it would be better if fishing was more like a more exposed and more convenient alternative to farming, also in the long run: fish patches could give infinite food. of course one could make some math and balance the gathering speed and/or the limit on the number of boats that can fish from the same patch at the same time. what's your thoughts? I believe we can watch at AoE for direct comparison btw.
  6. bizantine acqueduct mechanic is interesting. even if acqueducts don't make a lot of sense for it, that kind of math could be more reasonably applied to trade network, and I'm curious to know which turn out to be the strategy implications.
  7. lol it doesn't at my level. I amost never leave my units free to attack buildings at all. I would know.
  8. actually, no, this poll was created by a single-player guy, and the meta wouldn't change by the slightest, not at >1200 level. this reminds me about when formations were enabled by default: the meta didn't change at all, but you could then tell a newbe miles ahead. it takes a minute to understand capture honestly. I don't like capture at all, but it's not complicated, and its quircks are not going away if it's just not the default anymore.
  9. making an option is very good, but I wouldn't want that an option is introduced as an excuse for having a default that is actually inconvenient and thus bad for new players. changing preferred attack doesn't affect balance issues. capture-delete would still be there.
  10. is the poll frozen somehow? my vote would be on capture, as it's basically always the best choice.
  11. UnitAI is the routine automating unit behaviour, including units controlled by human players. PetraAI may be responsible for that switch, because UnitAI only ever triggers "preferred attack" which in A26 is conquer for units on buildings. Since A27, preferred attack is never conquer.
  12. all formation allow for units to turn, unless the formation is moving, and the units are moving along. this means that if units are fighting they will be turning indipendently anyway.
  13. games are not open source and only maintained by volunteers. it's an impossible comparison.
  14. possible, but in my tests this does not translate well on 0ad battles. units turn at all times in a whim.
  15. agree. melee inf being slow is their main weakness and it should stay that way imo. it characterizes them. also I don't quite support melee inf going insta-kill on othet melee. in any case, there should be testing and then some version of the change should be merged into the community mod for longer-term balance tuning. this is impossible, and also really unrelated.
  16. I just realised "cellphones" means @wowgetoffyourcellphone lol.
  17. sniping involves spreading fire among enemy ranged units (damage dealers/glass cannons), so relating damage to health would actually buff sniping, not nerf it.
  18. I have an idea, so I'll just spit it out: maybe the project leader doesn't need to come out of the developer team. maybe it's better if it's someone who knows a bit of it all, of the programming, of the art, of the modding, of the playing, someone who's stuck with the project for very long, always doing a lot. maybe it should be @wowgetoffyourcellphone.
  19. what do you mean? huge ensembles of archers can be pretty effective and really bring the feeling of a giant army (also quite brittle, because when they don't snipe, archers pretty much suck).
  20. I like how ranged melee rebalance would make sniping less important. but maybe 5% to 10% is not ideal? maybe 0% is ideal. On the other hand, I know that if sniping only becomes uselful at higher competitive level, those players will be more ready to accept this kind of micro, provided that is not allways good, but there is a choice involved.
  21. farewell Stan. Be back sometimes.
  22. I think houses in the game look better than the reconstruction and that's an artistic license. artists who make the buildings models are always trying to give a visually rich representation of them, which is not quite the same as four walls with a roof that shows a small opening... a house of that kind would have a porch and items in the inside that our artists will rather depict in the outside.
  23. at the moment, no. 8 players is the maximum.
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