wowgetoffyourcellphone Posted 19 hours ago Share Posted 19 hours ago What think? 4 Quote Link to comment Share on other sites More sharing options...
guerringuerrin Posted 17 hours ago Share Posted 17 hours ago It might be somewhat arbitrary, but I’ll share my suggestions with you: I like having bullet points at the beginning of each upgrade description and I’d try increasing the font size of the bonuses granted. I wouldn’t use bullet points for “Unlocks…” nor bold text—I don’t think that’s information that needs to be emphasized. And I'd try leaving an empty line between the bonuses and "Unlocks".... Is there any reason to separate Cavalry from Infantry? 2 Quote Link to comment Share on other sites More sharing options...
DesertRose Posted 14 hours ago Share Posted 14 hours ago For Forge techs, the information that it unlocks the next tier is so unimportant that you can even leave it out. It certainly does not need a bullet point or being bold. Also, somehow showing if it unlocks another tech, unit or building would be nice. Either color coded, or something l like Unlocks "Tier 2 Hack Armor" [Tech] Unlocks "Champion Swordsman" [Unit] "Hack armor level" sounds strange. Why not simply "Infantry +1 Hack Armor"? Quote Link to comment Share on other sites More sharing options...
Thalatta Posted 8 hours ago Share Posted 8 hours ago Anything to make these tooltips more readable, I enjoy. I'd like to see how those resistances on buildings get more readable. I agree with removing "level", and anything unnecessary for that matter. Unrelated: what is that star? Glory from Delenda Est? Why does it take that resource? I would have loved to see textiles as a fifth resource though, when thinking about all kinds of historical resources, the usual 4 and textiles seem the ones needed to cover most things. It seems to me it’s ignored because that’s what most RTS have done (and could have many sources, both animal and vegetal). Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted 5 hours ago Author Share Posted 5 hours ago 2 1 Quote Link to comment Share on other sites More sharing options...
guerringuerrin Posted 4 hours ago Share Posted 4 hours ago @wowgetoffyourcellphone I think the information is much better structured now. I also like that you added the large image. It’s a detail that, to me, adds a lot of “personality” (after all, it’s the only visual element representing the “object”). I understand that the bullet point follows a consistent logic, listing in an orderly way the elements the technology unlocks. However, personally, I would still prefer to remove at least the bold formatting from “Unlocks Scale Body Armor.” This way, what stands out more immediately would be the most important aspect of the technology: the military bonuses it provides. I also think placing the cost at the top is a good choice. And the increased line spacing greatly improves readability. Good job! Quote Link to comment Share on other sites More sharing options...
Grautvornix Posted 1 hour ago Share Posted 1 hour ago 6 hours ago, Thalatta said: Anything to make these tooltips more readable, I enjoy. I'd like to see how those resistances on buildings get more readable. I agree with removing "level", and anything unnecessary for that matter. Unrelated: what is that star? Glory from Delenda Est? Why does it take that resource? I would have loved to see textiles as a fifth resource though, when thinking about all kinds of historical resources, the usual 4 and textiles seem the ones needed to cover most things. It seems to me it’s ignored because that’s what most RTS have done (and could have many sources, both animal and vegetal). Frankly, introducing textiles as an additional resource is good idea but you would need infrastructure to create that: at least specific fields that grow textile plants or corrals producing sheep, spinning mills and weaving mills. Adding new resource types remains a challenge as if would affect many apsects of game play. A while ago I started suggesting to add water as a resource as this could create particluar situations and game challenges in those desert oasis maps. see also and also a bit further down this discussion we go ntinot he subject of water as a resource and how it could look like in gameplay: 1 Quote Link to comment Share on other sites More sharing options...
Thalatta Posted 46 minutes ago Share Posted 46 minutes ago There's a silly detail: should it say 'Unlocks "Scale Body Armor."' or 'Unlocks "Scale Body Armor".'? I feel the 2nd one, not only because I prefer British punctuation, but because I guess the "." is not included in the tech? And to end with ".", like the other points. 3 hours ago, guerringuerrin said: It’s a detail that, to me, adds a lot of “personality” (after all, it’s the only visual element representing the “object”). I agree with visual elements, that's why when "somehow showing if it unlocks another tech, unit or building would be nice" was mentioned I wondered if a small icon instead of bullet points could be something to be considered. 24 minutes ago, Grautvornix said: Adding new resource types remains a challenge as if would affect many apsects of game play. A while ago I started suggesting to add water as a resource as this could create particluar situations and game challenges in those desert oasis maps. Yes, I totally see it would be gameplay breaking, only a mod could consider something like this right now, but things like keeping or killing sheep for either textiles or food would make things like Corrals more interesting. Also, it would come from many sources: cotton, hemp, flax flower, silkworms, shearing sheep, and animals for leather or fur. Water is interesting, lots of city-building implications with that, although maybe not necessarily as a main resource, but as connected structures and auras, since location matters a lot. Also, what is nice about the main resources is that they are like categories: there are many types of foods, wood, stones, metals (and textiles), but only one type of water (which I would cluster with foods). Combining all this, a system similar to Rise of Nations would be nice: to have lots of different resources, but all falling into these 4 (5) main categories, the difference of gathering one thing or the other being some (small for starters?) bonus (or unlocking special stuff, eventually). This could also make things like Markets more interesting. Quote Link to comment Share on other sites More sharing options...
DesertRose Posted 5 minutes ago Share Posted 5 minutes ago Unlocks "Scale Body Armor" No "." at all Quote Link to comment Share on other sites More sharing options...
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