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suggestions for Next Alphas (A26-30)


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Import Mercenary camps from DE.

Make mercenary camp optional skirmish map. ( Similar you did with treasures)

 

A Map to capture relic and make scripted like Wololo Soccer.

 

Implement new ways to get resources ( mines).

Capture Gaia feature. Capture animal in sight. Some conversion implementations

Scenarios with Historic Challenges.

 

More AI features. Let it still play to be more interactive. And in teams of den the betrayals.

More basic technologies like the ones in delenda est. (Hunting dogs).

River war boats, although they are generic.

 

 

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1. New civs: 

Very ready civs: Han, Thebans, Epirotes, Xiongnu (All artwork and templates complete, no bugs, may need some final balancing)

Almost ready civs: Judeans, Thracians, Zapotec (No bugs left, some artworks need polishing and balancing is debatable, need intensive testing)

Not ready but started: Illyrians, Dacians, Ponies. (Still a lot of bugs to be fixed)

Planned: Aksum, Balkans as a whole, Greek subfactions.

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put more trigger maps
that the AI (gaia) can create units in the captured buildings, that the buildings captured by the gaia are always full of troops.
that the siege towers are used to put siege machines inside or to capture walls, towers and castles ...
balance of champions and specific stats as in AOE or Total War.
wonderful to have another upgrade option (defensive/offensive/economical) apart from the population bonus and that the upgrades have to do with the civ "or the catafract of the civ".
add more civ: chinese and lusitanian my favorites, i need crossbows
Frisian field for iberians and lusitanians
walls should work like in total war or make it impossible to see behind the walls, to force the enemy to knock it down and avoid catapult sniping. 

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2. Implement elements from Bellum Mod, including the balancing changes as well as P2 champions. But we can adjust that based on the feedback of players from A25. 

3. Smarter AI please. At least no idle time or random suicide rushes. Also no women mining nor men farming please. 

 

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Just now, Yekaterina said:

2. Implement elements from Bellum Mod, including the balancing changes as well as P2 champions. But we can adjust that based on the feedback of players from A25. 

 

Did you find out what causes me to get an error in the bellum mod?

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22 minutes ago, Yekaterina said:

Implement elements from Bellum Mod, including the balancing changes as well as P2 champions. But we can adjust that based on the feedback of players from A25. 

several things already added but i need all together ...

 

The roles work, today I played and thanks to the roles I won 1v1 playing turtling booming, Then booming rush.

25 minutes ago, Yekaterina said:

random suicide

Women rush suicide work , lol.

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19 minutes ago, Yekaterina said:

I will try to fix, but it will not be implemented for A25 though. Can you tell me more about Lusitanians, I can't read Spanish.

 

 

 

How close is Lusitania to finish?

It is in diapers, I mean needs a lot of conceptualization and Duiloga is still inexperienced with game stuff.

He designs well but should use more architecture and use the shapes of 0 A.D, He is only using architecture and that does not always work for the game, the player needs to recognize the buildings.

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5 hours ago, Player of 0AD said:

Changes of gameplay are not that necessary

there are many things planned. There are always going to be changes.

 

Every time the game is more complete.

7 hours ago, Yekaterina said:

How can we convert his mod into A25 compatible? I copied his js files and did the renamings as he said bu they gave me loads of error messages. 

You should use it in A25 and see the errors that you get.

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I think civ differentiation, balancing, and mercenary rework (depending on how good they are in a25) should be a focus during life-cycle of a25.

In the long term I think it would be cool to add new mechanics that deepen gameplay and could contribute to historical accuracy/physics realism. These things are undestandably quite challenging and I am ignorant of how hard they will be to code. Also some of these are divisive and will need long discussions to get right.

  • Cavalry acceleration and momentum system
  • more realistic system for ranged units, volleys, walls blocking projectiles in different circumstances
  • unit differentiation: examples seleucid champ spear cav different from persians spear cav champ, advantages/disadvantages to both.
  • extended debate on blacksmith upgrades.

 

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Updated ground combat simulation for alpha 26 please. It doesn't even have to be used in EA; just make some new systems available for modders to experiment with:

  • Directional armor system
  • Infantry and cavalry charging in to attack
  • Basic multi-weapon support
  • Cavalry acceleration and momentum
  • Expanded projectile simulation options - accuracy override, damage falloff, and ballistic occlusion like BreakfastBurrito_007 suggested (if that is technically feasible)

For alpha 27-29, take the best new mechanics that come out of alpha 26's experiments and incorporate them into EA. Naturally, this will require an extensive balance readjustment to compensate for new unit capabilities and emergent interactions that were not accounted for previously. The balance team should take that opportunity to introduce stat adjustments based on historical authenticity and polish considerations at the same time. (You are going to get criticized for balance changes no matter what, you might as well get it over with all at once.)  

  • In order to be authentic to the period represented, combat should be should be rebalanced more strongly in favor of melee heavy infantry. Ranged infantry and cavalry should still have their roles, but they were there for give support in specific situations (scouting, economic harassment, Fabien tactics, murdering high value targets & elephants etc), not to be the main damage dealers or soakers. 
  • Unarmored units (animals, women, and basic ranged infantry) should have their all resistance levels reset to a baseline 0, not 1. Adjust attack damage values as necessary to compensate for any game breaking changes in effective health.
  • Balance advisors should decide what each damage type intuitively represents and apply them consistently, introducing damage multiplier to resolve any unsatisfied balance objectives. 
  • Some attack speed values should probably be adjusted for the sake of visual and audio clarity.
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What I would like to see for gameplay is that units unlocked in later phases should be more efficient.

When you reach p2, you should get feeling "amazing, now I can use naked fanatics/mercenaries/mounted archers/elephant archers and can use these to deal heavy damage to my opponent". When you reach p3 you should be able to make effective use of melee infantry/cavalry which is currently hardly the case.

Currently you make citizen soldiers in p1 and you keep centering your army around these in later phases. I would like to see that the game encourages you to actually use the champion melee infantry/cavalry that the game provides you. I hardly have used champion melee infantry/cavalry in A24 and I think that is not just me. Champion melee infantry/cavalry should be awesome.

Currently BreakfastBurrito_007 want seleucids have CS spear cavalry, because in his views the champions die to fast. The CS spear cavalry has 160*1.1 HP while champion cataphract with nisean war horses has 360*1.1 HP and +4 armour levels, so that is 3.3 times the durability. I think players get the idea that cataphracts die to fast comes from the fact that ranged units deal  excessive amounts of damage and if the cataphracts die, they are hard to replace(because of training time and metal cost).

What I would suggest is all infantry/cavalry champions +1 hack&pierce armour, move 25% of their metal cost to food cost and reduce their training times, such that it would be really cool to use these infantry/cavalry champions.

That way if the opponent lingers to long in a lower phase, you can punish him with the units that you have all-ready unlocked after phasing up. In the current A24 meta if the opponents civilization does not have siege towers or elephants (as athens, britions, gauls, romans or spartans, Iberians are a special case with Indibil ) and is in p3, a defending p1 player won't really bother about it as long as the p1 player has superior numbers. Like what are those p3 factions gonna send at you? An outnumbered force of citizen soldiers and a some siege that you can demolish...

Edited by LetswaveaBook
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2 hours ago, ChronA said:

Basic multi-weapon support

Very likely to happen at some point in the future - it's mostly already possible.

Quote

Directional armor system

I'd call that likely to happen.

Quote

Infantry and cavalry charging in to attack
Cavalry acceleration and momentum

These two are far less likely. They have large pathfinder implications and are actually difficult to implement in a way that makes sense.

Quote

Expanded projectile simulation options - accuracy override, damage falloff, and ballistic occlusion like BreakfastBurrito_007 suggested (if that is technically feasible)

Projectiles are somewhat bugged out for a number of things. I don't think any of this is likely to come soon.

Quote

For alpha 27-29, take the best new mechanics that come out of alpha 26's experiments and incorporate them into EA. Naturally, this will require an extensive balance readjustment to compensate for new unit capabilities and emergent interactions that were not accounted for previously.

Based on A24 experiences, experimenting too much in any given future alpha is unlikely. If we want to depart from the current gameplay, we'll have to ship two mods.

---

IMO one thing we need to do is expand the rosters. It's too limiting that some civs are missing some fundamental unit classes, because it makes a counter system extremely awkward. If all civs had archers and javelineers, for example, we could actually specialise them. But since that's not the case, we're stuck in limbo.

 

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2 minutes ago, wraitii said:

Based on A24 experiences, experimenting too much in any given future alpha is unlikely. If we want to depart from the current gameplay, we'll have to ship two mods.

Lol. 

On one hand everyone wants new stuff, but get angry when things change.

I would say A24 was an aberration in that the changes were reductive rather than additive. Those new features that were added were often not pushed to their full capacity, so felt inconsequential. 

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that champion tanks can be converted from ranged units to melee units
the use of shields (directional shield mentioned above) as in total war (bronze, silver or gold)
that ranged units have minimum distance and switch to melee or do like in AOE 3, using a formation switch to melee
that you can't see behind the walls and that catapults can shoot blindly wherever you choose. 
add the onager or shrapnel shot.
system of marking targets/tactics on the map like in total war
mark on the mini map a zone like in AOE3
have the summary on a border of the mini map as with FGODMOD 

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39 minutes ago, LetswaveaBook said:

What I would like to see for gameplay is that units unlocked in later phases should be more efficient.

When you reach p2, you should get feeling "amazing, now I can use naked fanatics/mercenaries/mounted archers/elephant archers and can use these to deal heavy damage to my opponent". When you reach p3 you should be able to make effective use of melee infantry/cavalry which is currently hardly the case.

Currently you make citizen soldiers in p1 and you keep centering your army around these in later phases. I would like to see that the game encourages you to actually use the champion melee infantry/cavalry that the game provides you. I hardly have used champion melee infantry/cavalry in A24 and I think that is not just me. Champion melee infantry/cavalry should be awesome.

Currently BreakfastBurrito_007 want seleucids have CS spear cavalry, because in his views the champions die to fast. The CS spear cavalry has 160*1.1 HP while champion cataphract with nisean war horses has 360*1.1 HP and +4 armour levels, so that is 3.3 times the durability. I think players get the idea that cataphracts die to fast comes from the fact that ranged units deal  excessive amounts of damage and if the cataphracts die, they are hard to replace(because of training time and metal cost).

What I would suggest is all infantry/cavalry champions +1 hack&pierce armour, move 25% of their metal cost to food cost and reduce their training times, such that it would be really cool to use these infantry/cavalry champions.

That way if the opponent lingers to long in a lower phase, you can punish him with the units that you have all-ready unlocked after phasing up. In the current A24 meta if the opponents civilization does not have siege towers or elephants (as athens, britions, gauls, romans or spartans, Iberians are a special case with Indibil ) and is in p3, a defending p1 player won't really bother about it as long as the p1 player has superior numbers. Like what are those p3 factions gonna send at you? An outnumbered force of citizen soldiers and a some siege that you can demolish...

I am not sure how I feel about buffing champions more. Seleucid spearcav are very good units and I don't think they die too fast, they are strong and do high damage, their main weakness is players correctly choosing to kill them first with their ranged units. If you have 15 sele cataphracts, and you attack 50 archers with them, the champions will all die. If you have 10 persian cataphracts (same unit) and 25 spearcav, you will have much more success at a lower cost. Buffing each champion does not help this problem.

For nearer to future alphas I would advocate for adding a suitable minimum range for slingers and archers. Some skilled mod folk demonstrated the effects of this earlier in the year, and I thought it produced a nice melee versus ranged unit "rout" effect. 

 

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