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Fire and Buildings.


Lion.Kanzen
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—Inspiration by more recent games.–

 

AoE IV mechanic.

Quoting:

New to Age of Empires 4 is a fire mechanic for buildings. Once a building drops below 25% hitpoints — no matter the type of damage that reduces it that low — it catches fire. A flame emblem appears above it to signify that it's ablaze.

 

At this point, you as an attacker can move on to another building. Left unrepaired by a Villager, a building that is on fire will eventually burn down to nothing. You can certainly destroy each building completely, but it's not entirely necessary.

 

If you're playing as the Mongols, know that setting buildings on fire grants you free resources. Happy raiding! And if you're playing against the Mongols (or just want extra protection) there are technologies available that add fire armor.

 

——

we  have a fire mechanic. It would be interesting to continue with that.

 

By the way I don't like how easily they burn.

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It's an interesting idea worth thinking through.

One problem is that it would potentially conflict with the strategic decision to capture an opponent's buildings. If I'm sending in my army to weaken and capture a CC or barracks, I might not want to waste troops to repair a building after I've captured it. Especially if I'm using champion units or cav as part of my army. But I'd need to do that if it were on fire and I wanted to keep it.

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Ideally, only fire damage, such as the Iberian champion cavalry use, would be able to set buildings on fire. So buildings wouldn't necessarily start burning when they drop below a certain level of health, only when they are attacked by these troops. I don't know if that's possible, but it would be the best. That would make it a strategic choice as to whether to use these troops, a choice between capturing and destroying the enemy buildings.

Edited by Nullus
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player should try to repair buildings at 75% damage.

(same with siege engines). But it shouldn't be implemented for now with ships.

The second thing to discuss is the status effect regarding the interface (GUI session).

 

The second part would be armor against fire damage.

Walls and forts would have that protection by default.

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2 hours ago, thephilosopher said:

It's an interesting idea worth thinking through.

One problem is that it would potentially conflict with the strategic decision to capture an opponent's buildings. If I'm sending in my army to weaken and capture a CC or barracks, I might not want to waste troops to repair a building after I've captured it. Especially if I'm using champion units or cav as part of my army. But I'd need to do that if it were on fire and I wanted to keep it.

It is intended more for civil structures such as those in Phase 1.

Buildings that burn fast. ( Houses, warehouse , corrals, fields and farmstead).

 

In theory the CC has an upgrade in the original game design. The upgrade is that the CC is fortified.

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I'm one of those that would like to see more visual effects in the destruction of buildings (seeing the enemy village burn after a raid is a nice feeling...! :D )  and I always felt there was something "missing" to make the conquest and battles more exciting. But, as Stan said, technically is not so straightforward to implement, so I guess I'll have to be patient for such a feature.

(In case, I can experiment something with my mod, @Stan` .. but maybe you'll have to explain me a little bit how to make it work)

About the new mechanic, it could be worthed to try something..  one pro in favour would be that it could make the destruction of buildings more appealing than conquering. Currently conquering is easier than destroy buildings, but conquering alone is a bit of a "clunky" mechanic. Don't get me wrong, I like the possibility to conquer something, but other times I'd rather burn something to the ground, and the trick of conquering + delete is really not a great feature, more like an accidental mechanic.

By making the destruction of buildings more "accessible", it could make it a more viable strategic choice alongside conquering.

In case, I like a lot that this would be restricted to civilian buildings! Makes a lot of sense, and wouldn't make such a feature critical in the gameplay. 

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13 minutes ago, Radiotraining said:

how would you imagine a better mechanic to set buildings on fire..?

with torches.

Sulfur.

Pitch. 

Wood.

 

https://en.m.wikipedia.org/wiki/Greek_fire

 

https://azchemistry.com/uses-of-sulfur-in-ancient-times

http://heritage-key.com/blogs/ann/biological-weapons-and-chemical-warfare-ancient-world/

 

 

 

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Another thing that could add a lot of immersion is sound. It could be both for fire/flames, but also crushes/bump sounds of things getting smashed and destroyed. 

For example: I saw the animation of Chartaginian buildings and the visual effect of destruction is pretty good already, but with sound could be even 200% better.

Is it something possible to add? Like in the variation tags or something..? 

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- by the way, slightly unrelated (and it would deserve a thread on its own..), since we were talking about AOE and sound, it would be interesting to add also more elements like war cries and shoutings etc..  during battles. I'm not saying so exaggerated like is on aoe, but just a few more voices could maybe add a bit of depth. Also sounds of hoofs and horses. 

Problem, I guess, is to produce/source the sound.. but also I don't think such thing has been much discussed 

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It's okay... it wasn't a complaint, just a suggestion ;)

A lot of genius stuff in this game come from those kind of limitations that can be bypassed with creativity ehehe building damage is one of those! :)

If not possible, then is fine. 

Anyway: - for the buildings, I think it could be still possible to add a dedicated "playlist" for damages, cracks and fire when under attack (I may be wrong tho..)

- for the battles, yeah, that would be quite an "extra"... I don't know if also here is possible to add various different "playlists" under the tag <variation>, so they can be picked up randomly in rotation.. I don't know, last one is really just a suggestion ;)

 

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10 hours ago, Radiotraining said:

It's okay... it wasn't a complaint, just a suggestion ;)

A lot of genius stuff in this game come from those kind of limitations that can be bypassed with creativity ehehe building damage is one of those

And I understand that, but once you modify the game, you realize the limitations of the current engine, it doesn't mean it can't be changed.

 

I haven't seen a sound specialist programmer for years.

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10 hours ago, Radiotraining said:

 

- for the battles, yeah, that would be quite an "extra"... I don't know if also here is possible to add various different "playlists" under the tag <variation>, so they can be picked up randomly in rotation.. I don't know, last one is really just a suggestion ;)

 

We must make a post in technical forum about that.

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