oddchild Posted February 26, 2012 Report Share Posted February 26, 2012 It would be real neat if units when they died, left behind their goods. Their goods would be left where they died, so that the materials could be collected by the victor. I think that would be real nice. Although, it should be apart of the game setup that you can choose when starting the game as it might cause lags. When you are playing in a game and resources become scarce it would be very helpful to be able to get the resources that the villiagers had that were killed. Then after the resources are gathered, have the soildier / other unit return back to where they were previously, rather than staying at the mill / civic center. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted February 26, 2012 Report Share Posted February 26, 2012 It would be real neat if units when they died, left behind their goods. Their goods would be left where they died, so that the materials could be collected by the victor. I think that would be real nice. Although, it should be apart of the game setup that you can choose when starting the game as it might cause lags. When you are playing in a game and resources become scarce it would be very helpful to be able to get the resources that the villiagers had that were killed. Then after the resources are gathered, have the soildier / other unit return back to where they were previously, rather than staying at the mill / civic center.Every unit has a <Loot> value that simulates this on some abstract level. Quote Link to comment Share on other sites More sharing options...
quantumstate Posted February 26, 2012 Report Share Posted February 26, 2012 Every unit has a <Loot> value that simulates this on some abstract level.I think it would be good to have some visual indication of loot being collected. It is really indiscoverable currently. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted February 26, 2012 Report Share Posted February 26, 2012 Something liekm this maybe>? Quote Link to comment Share on other sites More sharing options...
Pedro Falcão Posted February 26, 2012 Report Share Posted February 26, 2012 Something liekm this maybe>?yeah, but the player isn't looking to his resources when he is looting the treasure, the player is looking to the unit who is gathering it, so it would make more sense to add a floating lil' icon of the resource plus the number of gathered resources above the treasure and a short message on the corner of the screen informing the player that X resources of the type Y were looted, for when the player isn't watching the unit gather it. That's how i think it should work. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted February 27, 2012 Report Share Posted February 27, 2012 yeah, but the player isn't looking to his resources when he is looting the treasure, the player is looking to the unit who is gathering it, so it would make more sense to add a floating lil' icon of the resource plus the number of gathered resources above the treasure and a short message on the corner of the screen informing the player that X resources of the type Y were looted, for when the player isn't watching the unit gather it. That's how i think it should work.This frankly sounds like overkill for +10 random resources. Quote Link to comment Share on other sites More sharing options...
Pedro Falcão Posted February 27, 2012 Report Share Posted February 27, 2012 This frankly sounds like overkill for +10 random resources.Maybe it is. Most people like a clean interface, but i want to have control over everything and i think i can only achieve that through filling the screen with as much information as possible. It's also why my posts are this long to say almost nothing. Quote Link to comment Share on other sites More sharing options...
Kazu Kun Posted February 27, 2012 Report Share Posted February 27, 2012 I have to agree with myth :x Quote Link to comment Share on other sites More sharing options...
oshron Posted February 27, 2012 Report Share Posted February 27, 2012 (edited) you could perhaps indicate it with the golden '+#' as well as adding in a sound like a coin clinking against another, and maybe a little gold sparkle to visually indicate ithow was the loot value planned for implementation, anyway? and what are the values? is it, like, 10% of the resources used to create that unit? in any case, i rather like this idea, and thinking it would also work well if something like this was also applied to civic buildings (maybe this could simplify old ideas of buildings leaving behind rubble that you have to physically collect?) Edited February 27, 2012 by oshron Quote Link to comment Share on other sites More sharing options...
wraitii Posted February 27, 2012 Report Share Posted February 27, 2012 Anyone played EUIII around here? Perhaps the "+10 X" should simply float above the killed unit. The problem is that it may crowd an already quite crowded battle area... Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted February 27, 2012 Report Share Posted February 27, 2012 Anyone played EUIII around here? Perhaps the "+10 X" should simply float above the killed unit. The problem is that it may crowd an already quite crowded battle area...This happened in AOE3 and I hated it. :/ Quote Link to comment Share on other sites More sharing options...
theShadow Posted February 27, 2012 Report Share Posted February 27, 2012 10 seems like a lot for a soldier to be just running around with. Quote Link to comment Share on other sites More sharing options...
Pureon Posted February 27, 2012 Report Share Posted February 27, 2012 This happened in AOE3 and I hated it. :/Completely agree. I would much prefer the option Mythos posted in the screenshot above. Quote Link to comment Share on other sites More sharing options...
quantumstate Posted February 27, 2012 Report Share Posted February 27, 2012 Since the loot will have several different types of resources it is going to look really messy if we start displaying where the unit dies, so I think Mythos' suggestion would work best. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted February 27, 2012 Report Share Posted February 27, 2012 10 seems like a lot for a soldier to be just running around with.Highly paid mercs. ~ Quote Link to comment Share on other sites More sharing options...
MishFTW Posted February 27, 2012 Report Share Posted February 27, 2012 How about an option to show this in the GUI? A toggle command if you will. (I think L is free)Because I think you can slit this in two ways: people who don't care how much they're getting, and people who care and want to see the loot. Best of both worlds this way.I also like Mythos's picture, just don't make it too flashy! Alternatively, have a little halo surround the player on the ground (like Madden). Either way, one could argue it will be too flashy, or distracting. So back to my original point, the toggle would be nice. Quote Link to comment Share on other sites More sharing options...
oshron Posted February 27, 2012 Report Share Posted February 27, 2012 yknow, if you want to have physical loot, you could just render it as a small pile of twigs, coins, pebbles, and/or food, and make it two-dimensional (and rotate to face the camera) so that the model takes up less space; in some old 3D games, trees that were far away from the player were made 2D to take up less data, so that the game wouldnt lag, to give you all some precedent Quote Link to comment Share on other sites More sharing options...
feneur Posted February 28, 2012 Report Share Posted February 28, 2012 Highly paid mercs. ~Also, the number is after all meant to symbolize all kinds of loot. Including gear, food carried, money, etc. Quote Link to comment Share on other sites More sharing options...
oddchild Posted February 29, 2012 Author Report Share Posted February 29, 2012 yknow, if you want to have physical loot, you could just render it as a small pile of twigs, coins, pebbles, and/or food, and make it two-dimensional (and rotate to face the camera) so that the model takes up less space; in some old 3D games, trees that were far away from the player were made 2D to take up less data, so that the game wouldnt lag, to give you all some precedentthat is what i was thinking. Quote Link to comment Share on other sites More sharing options...
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