Lion.Kanzen Posted November 1, 2024 Share Posted November 1, 2024 (edited) I'm going to go through some fan-generated ideas here about gameplay mechanics worth exploring. These ideas are sometimes lost, I want to give them a chance in this topic. Edited November 4, 2024 by Lion.Kanzen 1 1 Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 1, 2024 Author Share Posted November 1, 2024 Soil mechanic. 2 Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 1, 2024 Author Share Posted November 1, 2024 Water resource. 1 1 Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 1, 2024 Author Share Posted November 1, 2024 Morale system 2 Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 1, 2024 Author Share Posted November 1, 2024 Starvation. 2 Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 1, 2024 Author Share Posted November 1, 2024 Fire mechanics. 2 Link to comment Share on other sites More sharing options...
Grautvornix Posted November 1, 2024 Share Posted November 1, 2024 16 hours ago, Lion.Kanzen said: I'm going to go through some fan-generated ideas here about gameplay mechanics worth exploring. These ideas are sometimes lost, I want to give them a chance in this topic. That is a great idea! During recent discussions it became obvious that some ideas have already been discussed several times in the past. Those discussion were valuable and shall not be lost! 2 Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 1, 2024 Author Share Posted November 1, 2024 3 hours ago, Grautvornix said: That is a great idea! During recent discussions it became obvious that some ideas have already been discussed several times in the past. Those discussion were valuable and shall not be lost! The best way is to try mods sometimes. 1 Link to comment Share on other sites More sharing options...
Grautvornix Posted November 1, 2024 Share Posted November 1, 2024 1 hour ago, Lion.Kanzen said: The best way is to try mods sometimes. ... if available. 1 Link to comment Share on other sites More sharing options...
Grautvornix Posted November 2, 2024 Share Posted November 2, 2024 (edited) Sorry this, is a better thread (instead of "==[Brainstorming]== for cheats units"): I just remembered Settlers V where there was the ability to put pit traps and booby traps (not very historical though), able to create limited damage (killing one enemy soldier). If I recollect some reports on the strategy used by Julius Caesar in his siege of Alesia, Romans were using traps as well to protect their backs from approaching enemies. We could thus place a line of limited defense like a "mine field". This would require a new game mechanism but might be a cool feature to add at a later stage. What do you think? Edited November 2, 2024 by Grautvornix Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 2, 2024 Author Share Posted November 2, 2024 3 minutes ago, Grautvornix said: Sorry this, is a better thread (instead of "==[Brainstorming]== for cheats units"): I just remembered Settlers V where there was the ability to put pit traps and booby traps (not very historical though), able to create limited damage (killing one enemy soldier Another idea I made years ago. I suggested that but I had trouble speaking English at the time. There is a game where there was that mechanic. Ancient Wars : Sparta. 1 Link to comment Share on other sites More sharing options...
Grautvornix Posted November 2, 2024 Share Posted November 2, 2024 Indeed, sorry for bringing old ideas up again, did not know - but I believe they are still useful. This thread is intended to collect them so we create a reservoir of ideas(just in case someone is looking for new things to implement ). Link to comment Share on other sites More sharing options...
Grautvornix Posted November 2, 2024 Share Posted November 2, 2024 Just saw an old ticket (#1437 Decide on land unit fishing, 12 years old, last comment 6 years ago). Was it ever decided not to implement? If so then we can close the ticket possibly. Else here could be another little idea from the past. This means any land unit (pedestrian gatherer) can go fishing at the coastline if there is fish in reach (depends on the map, some even had fish on land by mistake). This might require a new animation for the gatherer, hence it might be a lot of effort for a small benefit. Other than fishing boats, single persons probably cannot deplete fish completely as its regeneration rate might be high enough. Does anyone know? In sparse naval maps with very limited resources this could allow for a specific strategy using javelineers or archers to fish while establishing defense against incoming ships. Link to comment Share on other sites More sharing options...
Grautvornix Posted November 2, 2024 Share Posted November 2, 2024 @Lion.Kanzen Would it be useful and possible to create kind of an index or a table listing different ideas, pointing towards the respective thread where they were presented and discussed? Something like "Name of Proposal", "Short Description" , "Thread where it is discussed". This could probably be an introduction page to this thread that is regularly updated as new ideas come in. 1 Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 2, 2024 Author Share Posted November 2, 2024 23 minutes ago, Grautvornix said: @Lion.Kanzen Would it be useful and possible to create kind of an index or a table listing different ideas, pointing towards the respective thread where they were presented and discussed? Something like "Name of Proposal", "Short Description" , "Thread where it is discussed". This could probably be an introduction page to this thread that is regularly updated as new ideas come in. I have to search and put down every idea, but now I focus on the radical ideas, the ones that cause a huge impact. Link to comment Share on other sites More sharing options...
Grautvornix Posted November 2, 2024 Share Posted November 2, 2024 OK here is one more: 1 Link to comment Share on other sites More sharing options...
Grautvornix Posted November 2, 2024 Share Posted November 2, 2024 And another one: Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 2, 2024 Author Share Posted November 2, 2024 11 minutes ago, Grautvornix said: And another one: I think that will be included, it just has low priority. 1 Link to comment Share on other sites More sharing options...
Vantha Posted November 3, 2024 Share Posted November 3, 2024 22 hours ago, Grautvornix said: Indeed, sorry for bringing old ideas up again, did not know I mean - after more than 20 years of development - no matter the idea, there's a pretty good chance someone has already thought of it in the past By the way, I recall someone suggesting the feature of buildable streets that boost unit movement speeds over them a while ago. I don't remember in which exact thread, but it's an interesting concept. 1 Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 3, 2024 Author Share Posted November 3, 2024 5 minutes ago, Vantha said: I mean - after more than 20 years of development - no matter the idea, there's a pretty good chance someone has already thought of it in the past By the way, I recall someone suggesting the feature of buildable streets that boost unit movement speeds over them a while ago. I don't remember in which exact thread, but it's an interesting concept. Isn't that technically very complex? Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 3, 2024 Share Posted November 3, 2024 23 hours ago, Lion.Kanzen said: Another idea I made years ago. I suggested that but I had trouble speaking English at the time. There is a game where there was that mechanic. Ancient Wars : Sparta. AW:Sparta had more of an RPG feel than 0 A.D. does though, with a much lower pop cap, so small things like traps and units on boat decks, etc. were within the APM threshold. Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 3, 2024 Author Share Posted November 3, 2024 2 minutes ago, wowgetoffyourcellphone said: AW:Sparta had more of an RPG feel than 0 A.D. does though, with a much lower pop cap, so small things like traps and units on boat decks, etc. were within the APM threshold. It's more Warcraft style. I liked the walls and the ship garrison capacity system. The traps are fine, but it doesn't make a difference, or in 0 AD I wouldn't do it except for scenarios. Traps in RTW II were better, designed for large volumes of troops. Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 3, 2024 Share Posted November 3, 2024 25 minutes ago, Lion.Kanzen said: Traps in RTW II were better, designed for large volumes of troops. Right. I could see traps being implementable for 0 A.D., but draw them out into a line like drawing out a section of walls. You draw out a line of traps/ditches that either bog down/slow down or kill a percentage of enemy troops that cross it. 2 Link to comment Share on other sites More sharing options...
Grautvornix Posted November 3, 2024 Share Posted November 3, 2024 (edited) 1 hour ago, Vantha said: By the way, I recall someone suggesting the feature of buildable streets that boost unit movement speeds over them a while ago. I don't remember in which exact thread, but it's an interesting concept. There were at least two discussions: 1) This one in favour of sing the roads in maps as a feature - 2) and also this one regarding building actually roads (the roads discussion starts a bit down the contribution list with this post): Edited November 3, 2024 by Grautvornix 1 Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 3, 2024 Share Posted November 3, 2024 The problem with buildable roads is pathfinding. 3 1 Link to comment Share on other sites More sharing options...
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