Search the Community
Showing results for tags 'suggestion'.
-
I'm creating a thread to discuss a suggestion I made in another thread. The problem arose following the proposal of different scenarios for a tutorial campaign. Several scenarios were rejected simply because the factions didn't exist in the game as playable. In this case, they were mainly Greek city-states. The case of the various Greek city-states is a perfect illustration of the problem, as these are generally proposals for which many of the buildings would be similar to those existing for the current factions. So I think it's important that we come up with a solution, and to do that I propose having umbrella factions. An 'umbrella faction' in this context is simply a primary faction that encompasses multiple related minor factions, allowing players to start with a broad cultural group and later specialize in distinct sub-factions. For example, in the case of the Greek city-states, the player can start out as a generic Greek faction and can choose to become affiliated to a minor faction during the course of the game, thereby unlocking bonuses, units, buildings and so on. Affiliation can consist of joining the Spartans, the Athenians, the Corinthians etc. There are many reasons for umbrella factions: Creative and Practical Limitations: Designing unique factions for each minor group is challenging, expensive, and risks creating repetitive or uninspired content. The current approach could also exclude interesting cultures due to resource constraints. Umbrella factions could be a more flexible and modular concept. It would even be possible to create minor factions for campaigns. Visual and Artistic Quality: It would help to maintain visual cohesion by avoiding the need for excessive new assets, preserving the game's overall artistic quality. User Interface Concerns: Adding many minor factions from similar cultural backgrounds (e.g., Greek city-states) clutters the user interface, making it more complex and less user-friendly. Gameplay Strategy and Diversity: An umbrella faction approach enables strategic diversity without overwhelming players. For example, a player might begin as a generic Greek faction and later choose to specialize in a specific city-state (e.g., Athens or Sparta) based on desired bonuses or units. Improved Game Balance: Umbrella factions allow for better balance, avoiding factions that are overpowered due to an excess of unit choices or too weak due to a lack of variety. Linking specific units to choices within umbrella factions can enhance strategic depth and create interesting counter-strategies. Encouragement of Adaptive Gameplay: Umbrella factions could introduce adaptive gameplay, where players must make decisions based on their opponents' choices within the faction. This means that as other players specialize within the same umbrella faction, players must adjust their strategy, creating dynamic interactions and keeping gameplay fresh. Reduced Cognitive Load for New Players: For beginners, a simplified umbrella faction model lowers the learning curve. Rather than overwhelming new players with numerous faction options, they can begin with a broad faction and gradually discover the nuances of various sub-factions as they progress. Flexibility for Future Releases: Umbrella factions allow for easy integration of new units, buildings, and technologies without the challenge of designing an entire faction from scratch. For instance, if future expansions explore more diverse regions, new minor factions can be added within established umbrellas, enriching gameplay without overcomplicating the framework. Enhanced historical authenticity: By grouping culturally similar city-states or peoples into unifying factions, players experience historical alliances and rivalries in a more realistic way. This structure makes it possible to add numerous historical references and offer players a glimpse of the diversity of the ancient world. It also reflects how ancient societies often shared cultural traits while having unique distinctions, offering players a more nuanced and immersive historical experience. In the case of a faction such as the Greek cities, the idea is to choose to affiliate with one of the city-states or leagues that were very important: Corinth, famous for its fortress, its architecture and its craftsmen. It was a very powerful city even before the wars with the Persians. Corinth was inscribed with Athens and Sparta on the second coil of the serpent column at Delphi for its part in the defence of Greece against Xerxes. According to Thucydides, the trireme was introduced to Greece by the Corinthians. Sparta, a city that focused on military power and control of a large territory with many agricultural estates. There are many military features that are unique to Sparta. Athens, a powerful thalassocracy with major cultural and economic influence. A very rich and detailed history which enable us to implement a lot of diverse features. Thebes, an important city that made the poor choice of allying itself with the Persians and played a minor role in the Peloponnesian War. However, Thebes came back into the limelight during the following wars and became a major military power. Thebes is famous for its sacred battalion. Syracuse, a Greek city in Sicily, took part in numerous conflicts such as the Peloponnesian War and the Punic Wars. Syracuse was known for its mercenary recruitment, its powerful fleet and its brilliant inventions (see Archimedes). It is generally believed that the first ballistas were invented in Syracuse. The Achaean League, a powerful confederation that held out against the Macedonians and controlled a large part of Greece. They had a powerful army and were the only ones mentioned to use Thorakites apart from the Seleucids. They reformed their army at some point to use the Macedonian pike. And if we implement this system, it would be much easier to create a faction for a campaign. For example, if we decide to create a faction to represent Massalia for a campaign, we reuse the vast majority of existing elements. This would mainly be parameterization rather than design.
-
@cl2488@borg-@Feldfeld@ValihrAnt@Tom0ad Hi, I would like to participate an Idea on a tournament with a $1000 Cash Cup $500 for the Winner $300 for Second $150 for Third Would this be a great idea to push 0 A.D. into the public and would allow it to reach it's true stage? what would be a great charge for tournaments (or should be make it free and allow donations to come in) Please comment in your Ideas so we could host such a thing
-
Hello! I forgot myself and wrote, "some sh_it went down" without the underscore, in the lobby after all players in a multiplayer game got disconnected, probably by some bug. Consequently I got muted. Can someone please unmute me? May I suggest that the word activated muting was replaced with a word activated asterix censoring? That way we could avoid some hazzle and the bad words would disappear as wanted. People who are rude should of course be reported and then muted.
-
I would like to see a weather simulation in 0 A.D. It would be nice to have weather events such as rain, dark clouds, bright sun, snow and desert winds. This would produces an entirely different feeling in maps. However, weather simulations can become annoying if they influence the map or game play to much.
- 49 replies
-
- 3
-
I am playing 0 A.D. for quite a while now. I like the game a lot. One thing I do not like is, maps often times look pretty at the beginning, but over time the look and feel of maps decline because of massive deforestation. The maps start to look very empty. Furthermore, deforestation seems to have been an issue for the Roman empire: - https://en.wikipedia.org/wiki/Deforestation_during_the_Roman_period#Consequences_of_deforestation - https://www.researchgate.net/publication/45407393_Ancient_Deforestation_Revisited There are games in which trees grow slowly over time and are therefore a renewable resource. One game which implements such a model is Stronghold Crusader. I would love to see small trees spawning and growing over time in 0 A. D. I think this would make long matches or scenarios in which one side does not have a lot resources more interesting. After all wood is a renewable resource.
- 105 replies
-
- 3
-
- feature
- suggestion
-
(and 3 more)
Tagged with:
-
While playing the game I have noticed something very big and historically significant that seems to overlooked in 0 A.D: logistics. I have looked at a past thread about a similar idea but many players did not want to have starving units as it would add to much micromanagement. I have an idea for a compromise between the hardcore rts fans and the casual players: a simpler logistical system. My idea of how it would work is that there would be logistical support units , they would give a "well supplied" aura bonus to armies (and possibly give a weak healing aura too) near it but they would loose health slowly. When their health is depleted they would use the spawn entity on death function to leave behind an "empty" logistical unit. They would then have to travel back to a city to "refill" and become a "full" logistical unit. They would be settable on automatic paths similar to a trader in between a soldier a player specifies (who would probably be one in the center of an army) and they would go back and forth between a food drop site class building and the specified soldier, if that soldier dies then possibly repath to the nearest soldier to the one that died.
-
Ok. my new ideas after playing 1v1 in Bactrian skirmish. Add champion Mercenary camp, an special building that adds Champions mercenary units only. Add less building restriction for Colonies and CC. Add Galatians mercenaries as optional from their actual Thracian Black coat. Add Bactrian Cataphract as mercenary and some hostil few units in the map. A technology that increase outpost in late. Women are rare trainable in early, I don't see why is feeling unbalanced. or why need high recruitment prerequisite in all faction. Personal request, I want if want take my audio sounds to test it before be committed to main game(vanilla) Military colony upgrade a CC. Have 1v1 Scythian map. too much lag, normal size. Add neutral market to maps are part of Silk road.
-
- feedback
- unitsgameplau
-
(and 4 more)
Tagged with:
-
The concept was mentioned before. A Neutral building is non-buildable structure and don't the architecture influence by any faction, isn't relative to any, is only a usable building if is captured by a player. in this new building you can train eyecandy units. slaves from all cultures. Men and women. This will be cheap than current villager. wild animal (tamed) to use as pet or to fight, like tigers, lions, elephant workers, war dogs. Examples
- 8 replies
-
- 1
-
- suggestion
- map eyecandy
-
(and 4 more)
Tagged with:
-
Have played romans but i fell something laks then remembered something that its really needed, Roman Empire, Roman republic, was caracterised by the jerarchy that his army had. Then I strongly suggest the Centurion to by a unit with radius of comand that adds bonuses like health or attack donno. Also other "supportive" units like standart mens, trumpet met, with radius to enhanced the legions