Wijitmaker Posted May 15, 2014 Report Share Posted May 15, 2014 This topic made me smile. This was a feature that was spec'd for 0 A.D. 12 years ago:http://wildfiregames.com/users/files/docs/0addesigndoc.shtmlMorale was something we wanted to have a dynamic affect in game play. The game at the time was very aura based. Morale applies itself during the calculations of an attack between entities. Noise-makers decrease the morale of the enemy, Standard bearers increase the morale of your units. They were intended to be used in formation. Formations were intended to not just be a visual representation, but more importantly - impact gameplay. We wanted to add depth of strategy by making live/dynamic choices that would give you more options as a player and as an opponent be less predictable. The game was originally designed to be more tactical like Company of Heroes vs. mass-cannon-fodder-he-who-clicks-the-fastest-in-the-right-order-wins.Some of the ways we wanted to do this was through seasons, morale, decision based tech tree, terrain, territories, stamina, etc...The game today incorporates a lot of these ideas to this day - which is cool to see an observe. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted May 16, 2014 Report Share Posted May 16, 2014 This topic made me smile. This was a feature that was spec'd for 0 A.D. 12 years ago:http://wildfiregames.com/users/files/docs/0addesigndoc.shtmlMorale was something we wanted to have a dynamic affect in game play. The game at the time was very aura based. Morale applies itself during the calculations of an attack between entities. Noise-makers decrease the morale of the enemy, Standard bearers increase the morale of your units. They were intended to be used in formation. Formations were intended to not just be a visual representation, but more importantly - impact gameplay. We wanted to add depth of strategy by making live/dynamic choices that would give you more options as a player and as an opponent be less predictable. The game was originally designed to be more tactical like Company of Heroes vs. mass-cannon-fodder-he-who-clicks-the-fastest-in-the-right-order-wins.Some of the ways we wanted to do this was through seasons, morale, decision based tech tree, terrain, territories, stamina, etc...The game today incorporates a lot of these ideas to this day - which is cool to see an observe.Me too if you play pretorians or total war this can be expected Quote Link to comment Share on other sites More sharing options...
iNcog Posted May 16, 2014 Report Share Posted May 16, 2014 This topic made me smile. This was a feature that was spec'd for 0 A.D. 12 years ago:http://wildfiregames.com/users/files/docs/0addesigndoc.shtmlMorale was something we wanted to have a dynamic affect in game play. The game at the time was very aura based. Morale applies itself during the calculations of an attack between entities. Noise-makers decrease the morale of the enemy, Standard bearers increase the morale of your units. They were intended to be used in formation. Formations were intended to not just be a visual representation, but more importantly - impact gameplay. We wanted to add depth of strategy by making live/dynamic choices that would give you more options as a player and as an opponent be less predictable. The game was originally designed to be more tactical like Company of Heroes vs. mass-cannon-fodder-he-who-clicks-the-fastest-in-the-right-order-wins.Some of the ways we wanted to do this was through seasons, morale, decision based tech tree, terrain, territories, stamina, etc...The game today incorporates a lot of these ideas to this day - which is cool to see an observe.In any RTS I'm pretty sure that mechanics will be important, but I wholeheartedly agree that strategy should be a huge deciding factor in the outcome of PvP, something which definitely seems to be the case in this game, so that's really exciting to see. Quote Link to comment Share on other sites More sharing options...
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