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Horn Players to boost Morale?


Sanguivorant
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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.shtml

Morale 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.

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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.shtml

Morale 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

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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.shtml

Morale 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.

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