Edited by L'ethu, 28 February 2012 - 12:41 PM.
Iberian Navy
#61
Posted 28 February 2012 - 12:38 PM
#62
Posted 28 February 2012 - 04:52 PM
To my knowledge there is just a lot we do not know about the Iberians and naval warfare. Thorfinn's suggestion makes sense. Also, we could add to the Iberians some Celtic warships, maybe one unit or two, acting as mercenaries in the Iberian player's service or what not. But I don't know if it would be supportable. Something to consider, nevertheless.
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#63
Posted 28 February 2012 - 08:33 PM
Quote
The idea would be that the Iberians could purchase these flat-pack warships (presumably from Carthage) like one might call crates from their home city in AOEIII, and then assemble them on any shoreline quickly. It would certainly give the Iberians an unique navel advantage. Not only would they be able to launch these small craft from anywhere, but they could build up a whole fleet without the enemy being able to attack it or even know about it, and then launch it into action at a moment's notice to defend your coast against assault.
EDIT:
Another (unrelated) idea I had was to create random pirate/privateer strongholds on navel maps. Like a combination between the natives of AOEIII and the pirates of Sins of a Solar Empire, these strongholds could be brought over to your side in return for offering them a lump sum. They would then spawn ships for free that the player could directly control. These ships would focus on speed and on capturing or looting enemy ships. A player would only lose the free spawns of warships if another player offered a greater sum to the stronghold. On navel maps, it could be an option that Iberians might pursue. Alternatively, one could just give them access to training a pirating vessel, which would also work.
Edited by Cassador_Chris, 28 February 2012 - 08:53 PM.
#64
Posted 28 February 2012 - 09:14 PM
#65
Posted 28 February 2012 - 09:26 PM
Latin: Petrus Falco; Literally means 'Stone Hawk'.
English equivalent: ' Peter ';
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#66
Posted 28 February 2012 - 09:27 PM
oshron, on 28 February 2012 - 09:14 PM, said:
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#67
Posted 28 February 2012 - 09:31 PM
Mythos_Ruler, on 28 February 2012 - 09:27 PM, said:
I'm not against the fire ship route. Fire ships are primarily defensive anyway, so they'd fit the Iberians in that sense. Just tossing more ideas into the hat, I suppose!
#68
Posted 28 February 2012 - 09:39 PM
#69
Posted 28 February 2012 - 09:59 PM
oshron, on 28 February 2012 - 09:39 PM, said:
The merchant ship's garrison defense could potentially also be a tech upgrade.
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#70
Posted 28 February 2012 - 10:03 PM
Latin: Petrus Falco; Literally means 'Stone Hawk'.
English equivalent: ' Peter ';
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#71
Posted 28 February 2012 - 10:05 PM
Pedro Falcão, on 28 February 2012 - 10:03 PM, said:
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#72
Posted 01 March 2012 - 05:28 AM
oshron, on 28 February 2012 - 09:14 PM, said:
#73
Posted 01 March 2012 - 07:10 AM
#74
Posted 01 March 2012 - 07:43 AM
hhyloc, on 01 March 2012 - 07:10 AM, said:
this brings up two thoughts, though:
- would the iberians and other civilizations be able to train foreign units from captured buildings? for example, would the persians be able to train hoplites from a captured greek barracks? because if thats the case then that could simplify everything: the iberians could just capture an enemy dock and train foreign ships there
- will you be able to auto-kill units and/or buildings in 0ad, like in AOE? cuz that would be a total @#$% move if the holding player deleted the pirate stronghold (or any other building) just before an enemy player successfully captured it. or will buildings in the process of being captured be incapable of deletion?
Edited by oshron, 01 March 2012 - 07:43 AM.
#75
Posted 01 March 2012 - 08:37 AM
oshron, on 01 March 2012 - 07:43 AM, said:
- would the iberians and other civilizations be able to train foreign units from captured buildings? for example, would the persians be able to train hoplites from a captured greek barracks? because if thats the case then that could simplify everything: the iberians could just capture an enemy dock and train foreign ships there
- will you be able to auto-kill units and/or buildings in 0ad, like in AOE? cuz that would be a total @#$% move if the holding player deleted the pirate stronghold (or any other building) just before an enemy player successfully captured it. or will buildings in the process of being captured be incapable of deletion?
2. I think for neutral buildings like the Pirate Stronghold, we should make it undestroyable by any player, like the merc buldings in Warcraft III.
#76
Posted 01 March 2012 - 03:38 PM
hhyloc, on 01 March 2012 - 08:37 AM, said:
2. I think for neutral buildings like the Pirate Stronghold, we should make it undestroyable by any player, like the merc buldings in Warcraft III.
#77
Posted 01 March 2012 - 04:12 PM
Edited by Thorfinn the Shallow Minded, 01 March 2012 - 04:12 PM.
#78
Posted 01 March 2012 - 05:18 PM
#79
Posted 02 March 2012 - 12:15 PM
Edited by Thorfinn the Shallow Minded, 02 March 2012 - 12:16 PM.
#80
Posted 07 March 2012 - 03:17 AM
feneur, on 28 February 2012 - 10:05 PM, said:
I mean you've got loyalty damage leading to capture for buildings and damage auras for elephants and chariots both planned. So, take the former, add a simple "if this unit is a ship and loyalty equals zero, kill garrison"; take the latter and make it drain loyalty instead of health at a rate dependent on the attack values of melee infantry aboard; tack some form of graphic atop.
Only problem I'd see is if two ships of the same type with exactly the same loadout bumped into each other...
Edited by Escrime, 07 March 2012 - 03:18 AM.
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