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Gameplay features A24


Lion.Kanzen
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So basically

 

Treasure unit moving from one CC to another. 

The only downside I see to it not needing to be garrisoned is that it can be abused by people putting friendly units near each other CCs. It could work with a ship version too though a unit from the shore would have to come collect it and there is no way for the enemy to intercept that.

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A good point to have in consideration.

Quote

Sure there are a lot "RTS" called games in the making,
but the developers behind them have pretty much no idea what they are doing.

They can't even get base build right,
in Age of Empires you are always building something and have time to command units.

In for example Planetary Annihilation you can't command units, you have to build and spam all time, zero strategy and in Grey Goo or Spellforce3 it takes like forever till you did build your army.

Somehow they always fail to make a decent AI, it always dumb send 1 by 1 unit into same position. 

That's the players ask to mostly RTS. Empires Apart is a good example. polish mechanic adding feature is a good thing if helps to macro.

Edited by Lion.Kanzen
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Changing the Loot/er code should be easy, but not sure how to implement the garrisoning if it's not a treasure. Players often look at resources of allies, then decide how much donations are needed. But if it takes a half a minute or longer when one is suprised by a fight, then it might be hard to coordinate. If the unit has to travel, it might be too dangerous to transport. That might be considered a feature, not a bug, but I'm dubious.

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On 4/5/2018 at 8:34 AM, Lion.Kanzen said:

Diplomacy features like trade units between players.

Diplomats? What would be their task?

On 4/5/2018 at 8:34 AM, Lion.Kanzen said:

More nomad styles like scattered unit over the map.

In a23 we have nomad on all random maps (besides survival of the fittest)

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2 hours ago, Thorfinn the Shallow Minded said:

I'd like corrals to work as they were initially designed and/or scrapping the annoying, micro-intensive animal training mechanic.  A lot of the foundations for capturing sheep and other neutral animals are already in place.  

Animals as relics would be a nice feature.

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10 hours ago, wowgetoffyourcellphone said:

Animals as relics would be a nice feature.

Maybe change the way the corral animals are gathered, they are gathered as meat but what if you change that for example cows give milk, what if its changed as some slow gathering for milk, cotton, and other kinda of resources wich can be harvested whitout killing the animal

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2 hours ago, Alexandermb said:

Maybe change the way the corral animals are gathered, they are gathered as meat but what if you change that for example cows give milk, what if its changed as some slow gathering for milk, cotton, and other kinda of resources wich can be harvested whitout killing the animal

Basically, yes, that's the idea. Not so granular, but in general you'd find domestic animals when scouting, they'd convert to your side, then you'd garrison them into the corral for a trickle of food resource. Similarly, if you find wild horse it converts to your side, and then you can garrison it into a corral and it would benefit cavalry training in some way. These are like old-school relics, but unique-ified for 0 A.D.

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What about to add a new vision system (thought for night maps)? View range will there be bound to units or fireplaces, not specifical to buildings. Few units with torches could allow to increase view range (probably could be used one time later for to burn down buildings).

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10 minutes ago, Grigoris said:

What about to add a new vision system (thought for night maps)? View range will there be bound to units or fireplaces, not specifical to buildings. Few units with torches could allow to increase view range (probably could be used one time later for to burn down buildings).

Isn't easy to implement in a single alpha.

Edited by Lion.Kanzen
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