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Add Food, food management and supply chain


bad player
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- makes game harder

- adds countless strategies

- adds even more counter-strategies

- makes it more realistic

Players would have to send food to sustain major armies, lets say via carts.

Supply carts could be ambushed by enemies and would require protection.

 

Pretty cool idea if you ask me. OFC you could argue it would be annoying as it would require more management and divided focus, while offering little to nothing, but as long as it adds strategies and counterstrategies id say its worth it

Edited by bad player
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58 minutes ago, bad player said:

- makes game harder

- adds countless strategies

- adds even more counter-strategies

- makes it more realistic

Players would have to send food to sustain major armies, lets say via carts.

Supply carts could be ambushed by enemies and would require protection.

 

Pretty cool idea if you ask me. OFC you could argue it would be annoying as it would require more management and divided focus, while offering little to nothing, but as long as it adds strategies and counterstrategies id say its worth it

Good idea. Only issue: everyone turtle instead of fighting. Not sure how to implement the code neither.

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You want a supply wagon like in Rise of Nations, once soldiers enter enemy territory without a supply wagon, their HP will be reduced. Or a food consumption system like Ancestors Legacy? All soldiers will be debuffed once the food reserve is exhausted?

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As far as adding gameplay mechanisms, there are many more areas where a simpler mechanism can get us much more gameplay improvement. 

  • Attack ground
  • melee charging
  • ship mechanics improvements
  • cavalry momentum and accleration
  • Alternative resource gathering systems
  • changing/adding civ/team bonuses
Edited by BreakfastBurrito_007
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  • 1 year later...

It sounds like you're suggesting the implementation of a supply system in a game, where players have to send food to sustain their armies using supply carts. This addition would make the game harder and introduce numerous strategies and counter-strategies for players to consider.

Introducing a supply system in a game can indeed add depth and complexity to gameplay. It forces players to manage their resources more carefully and make strategic decisions regarding the allocation of those resources. By making players responsible for supplying their armies, it adds a layer of realism and immersion to the game world.

The concept of protecting supply carts from ambushes by enemies further adds to the strategic element of the game. Players would need to consider not only their offensive and defensive strategies but also the logistics of their supply lines. It introduces a risk-reward dynamic where players must decide whether to allocate resources towards protecting their supply routes or focusing more on their military operations.

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a system like that exists in Imperivm, it's very cool gameplay I believe.

But 0AD is not the same kind of game as Imperivm and a supply system would just make it even messier than it already is, probably without even impacting that much the already existing strategies of the game.

People don't generally like complexity when it's forced into a game, they enjoy it when it spurs from a simpler and intuitive set of rules.

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22 hours ago, Carl Arnold said:

It sounds like you're suggesting the implementation of a supply system in a game, where players have to send food to sustain their armies using supply carts. This addition would make the game harder and introduce numerous strategies and counter-strategies for players to consider.

Introducing a supply system in a game can indeed add depth and complexity to gameplay. It forces players to manage their resources more carefully and make strategic decisions regarding the allocation of those resources. By making players responsible for supplying their armies, it adds a layer of realism and immersion to the game world.

The concept of protecting supply carts from ambushes by enemies further adds to the strategic element of the game. Players would need to consider not only their offensive and defensive strategies but also the logistics of their supply lines. It introduces a risk-reward dynamic where players must decide whether to allocate resources towards protecting their supply routes or focusing more on their military operations.

.....Chatgpt?....:unsure:

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I do like the idea of adding another dimension to the game - potentially as a mod if this is felt adding too much complexity in the vanilla game.

If I remember correctly there is already a kind of static ammunition supply system in Delenda Est where an additional supply cart has to be built and put next to the catapult otherwise catapults won't fire anymore (or less frequently?). @wowgetoffyourcellphone

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