bill2505 Posted October 6, 2012 Report Share Posted October 6, 2012 (edited) I use a second thread because this suggestion need completely change this system.This idea will need a bit balancing of and will be for the future courseAs you know Greeks never used mass standing armies. In the game this is not portrayed properly yet so i suggest thislets speak only for greek faction at the moment1A : Greek army will be split bettwen standing(some police duty soldiers mostly) and non standing . Standing soldiers will be recruited from military baracks like buildings . Non standing will be recruited in this way1B: You cant train units in the way that happens now1C : You can only train simple civilian male citizens (except the standing army units)1D: you will use citizen to do jobs(build gather....)1E: When you will need your soldier you can press a button "call to arms" which will make all units(if you want you can do it to individual units via button there) be called to armsWhat this means2A : When the unit will be called to arm it will go to the nearer Armory and will get its self weapons and armor2B : bazed on its income and class it will get the apropriate weapons and Armorwhat i meant income and class?3:A every job your citizen make has a vallue how much he is paid(not exactly) more or lessfor example:gatherers =5 gold ( ancient greek currency)builder= 15 gold3B : Based on the vallue when you press "call to arms button" he will go to the armory to buy his weapons (and story it afterwards)for example:poor citizent <5 gold= crude sling man,archer ... a bit random poor citizent>5 = good archer ,sling,peltast(non elite)average income citizent= income>10(but lower than 15)= militia hoplite15 until 20 income= standard hoplite and some small amount good equipment light infantryand.....................how are you going to assign income to Citizens?4A : make all citizens have a steady job 4B how to do this?4C ancient wars of sparta uses a system of recourse gathering unique.you build a farm/gold gatherer ,wood)building near the resource and you send your citizens to work inside them and your citizens work by giving steady resource .4D every citizend then is going to take a individual promotion(or something like this) based on his job and income4E when you press call to arms 3 will happenElite units :how to train them)i mean elite not by experience but by equipment 5A make some civing/cultural/luxury buildings like temple ,universities...... needs citizens .those citizens will have hight income6 A bit idea for gaining more elitesArictocrat building. this building will be a recourse gathering building(or something like this) that needs to be manned .if you put near farms (and maybe other recourses,i dont know) will increase their output.6B this men will have highter pay and when reqruited will get cavalry mostly and a bit elite hoplitesplease comment and suggest.thanks in advance Edited October 6, 2012 by bill2505 Quote Link to comment Share on other sites More sharing options...
feneur Posted October 6, 2012 Report Share Posted October 6, 2012 So essentially it's the same principles as we have in the game now, but the player would have to spend an immense effort micromanaging the units It might be fun in some games, but in a game like 0 A.D. you don't want to have to micromanage units while your enemy is attacking you. To make this relevant we'd either have to simplify the war aspect of the game or make it a lot slower. 1 Quote Link to comment Share on other sites More sharing options...
Pedro Falcão Posted October 6, 2012 Report Share Posted October 6, 2012 I've thought about something like this as well, but though it still is a RTS game, it changes the mechanics of the game completely, so a change like this is not likely to occur. Quote Link to comment Share on other sites More sharing options...
Jeru Posted October 6, 2012 Report Share Posted October 6, 2012 Remember 0 A.D. is free, open-source software, so you can always implement your own ideas in a mod (or hire somebody to do it for you)... Quote Link to comment Share on other sites More sharing options...
bill2505 Posted October 6, 2012 Author Report Share Posted October 6, 2012 (edited) So essentially it's the same principles as we have in the game now, but the player would have to spend an immense effort micromanaging the units It might be fun in some games, but in a game like 0 A.D. you don't want to have to micromanage units while your enemy is attacking you. To make this relevant we'd either have to simplify the war aspect of the game or make it a lot slower.what you mean micro manage.no micromanage at all and not simplifyingwhat i am suggesting in few sentences.1 make all resource gathering using the ancient wars of sparta unique way .you build a gold/wood gathering building ,you send 3-5 citizens to work and you are finished(you wont have to micromanage your recourses or anything)2 make all civilian/luxury/culture buildings(nearly all buildings)need to be manned (send citizent inside it) to work. for example university(you cant reasearch without proffesors)2b sort the buildings into a few categories based on incomes. for example wood gathers and gold will be in the same3 you are attacked you press "call to arms " 4 all your citizens units are ejected(add options for key buildings not) , from their jobs buildings5 run to armory6 based on their income ( every fisherman will have the same income,not turn this into sim like building)7 your are army is transformed into a various citizent-soldier units .rich will have rich equipment and poor poor8 you can defend with them or attack9 someone will say that you wont have time to do if the enemy attacks then build wallseasy and quick(i dont see micromanaging anything)this i thing is more close to realityi am only suggesting guys=) . no need to start the learn to mod it your self stuff(everybody knows it already=) see easy Edited October 6, 2012 by bill2505 Quote Link to comment Share on other sites More sharing options...
Sighvatr Posted October 7, 2012 Report Share Posted October 7, 2012 So you're suggesting to add a Settler's gameplay style to the Greeks? Quote Link to comment Share on other sites More sharing options...
bill2505 Posted October 7, 2012 Author Report Share Posted October 7, 2012 i sugesti what i suggested( i dont know what settler gameplay is ,sorry) Quote Link to comment Share on other sites More sharing options...
alkazar-ipse Posted October 10, 2012 Report Share Posted October 10, 2012 (edited) LOL at this XDWhen i get attacked on one spot, i dont want ALL of my citizens to leave their post.this is not only making micromanagement more difficult, its destroying the idea itself of micro managment,automizing things and taking me my gameplayfreedom, transforming the player into an AI, sligthly affected by my actions.Features are ment to be tools, not the player a tool to correct features.i want to give orders to 10 units without having it affect anyothers.Edit: i don't know how its planed for civ center bell, but i hope it only affects a certain range arround it... Edited October 10, 2012 by alkazar-ipse Quote Link to comment Share on other sites More sharing options...
Pedro Falcão Posted October 11, 2012 Report Share Posted October 11, 2012 LOL at this XDWhen i get attacked on one spot, i dont want ALL of my citizens to leave their post.this is not only making micromanagement more difficult, its destroying the idea itself of micro managment,automizing things and taking me my gameplayfreedom, transforming the player into an AI, sligthly affected by my actions.Features are ment to be tools, not the player a tool to correct features.i want to give orders to 10 units without having it affect anyothers.Edit: i don't know how its planed for civ center bell, but i hope it only affects a certain range arround it...Don't be so dramatic, there ARE games with features like these. And yes, they've made success, you just didn't play them. Quote Link to comment Share on other sites More sharing options...
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