Holy crap. I don't want to spend the extra time to click on my units to 'forage' or bring a food cart to battle. I just want to invade and be done with the match. There is only so much realism you can put into a strategy game similar to Age of Empires. Maybe if this game was a first person viewed, persistant world game, I would agree with you guys; but your suggesting to add in a lot of unexplained complexity to players whom will download this game, and wonder why their troops aren't doing so great. This just increases the amount of time it takes to kill off somebody, and that is already difficult.
Logistics and attrition warfare
Started by
The Crooked Philosopher
, May 23 2012 05:57 AM
48 replies to this topic
#41
Posted 18 August 2012 - 02:24 PM
#42
Posted 03 September 2012 - 06:58 PM
it could also be a setting that could e toggled on/off, thhis would allow the player to chose from levels of complexity. I usually found AOE to be boring after about 10 games and had to put it down for a while> this would allow me to remain interested as I progresse in skill. also, some of us like long games tht last for days
#43
Posted 03 September 2012 - 07:02 PM
Sighvatr, on 18 August 2012 - 02:24 PM, said:
Holy crap. I don't want to spend the extra time to click on my units to 'forage' or bring a food cart to battle. I just want to invade and be done with the match. There is only so much realism you can put into a strategy game similar to Age of Empires. Maybe if this game was a first person viewed, persistant world game, I would agree with you guys; but your suggesting to add in a lot of unexplained complexity to players whom will download this game, and wonder why their troops aren't doing so great. This just increases the amount of time it takes to kill off somebody, and that is already difficult.
Michael D. Hafer [aka Mythos_Ruler]
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
Support Wildfire Games!
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
Support Wildfire Games!
#44
Posted 04 September 2012 - 02:46 AM
nah, leave the logistics and all that jaz to hegemony, why have part of a logistics sytem when you can have a whole one.
just sayin.
just sayin.
Veni, Vedi, Nedi, Sedi.
I came, I saw, I went back to get a sweater.
#45
Posted 05 September 2012 - 09:10 AM
A attrition in the range of enemy buildings unless a player has a logistics cart, might work.
#46
Posted 29 November 2012 - 04:35 PM
This is my opinion:
I dont like that attrition reduces your units HP, thats unrealistic and doesn't fit the game.
I propose this:
When you are in your territory: your stamina will increase, your units will be at 100% strength
When you are in no mans land: your stamina will not increase, your units will have 100% strength, siege units fire speed -25%
When you are in enemy territory: Your stamina will decay, your units will have reduced fight speed (less attacks per second) and reduced speed (less distance per second), siege units fire speed -50%.
To avoid this use charts, they will have a range and nullify the attrition penalty.
Not dinimishing the HP but the fighting efficiency.
I dont like that attrition reduces your units HP, thats unrealistic and doesn't fit the game.
I propose this:
When you are in your territory: your stamina will increase, your units will be at 100% strength
When you are in no mans land: your stamina will not increase, your units will have 100% strength, siege units fire speed -25%
When you are in enemy territory: Your stamina will decay, your units will have reduced fight speed (less attacks per second) and reduced speed (less distance per second), siege units fire speed -50%.
To avoid this use charts, they will have a range and nullify the attrition penalty.
Not dinimishing the HP but the fighting efficiency.
#47
Posted 29 November 2012 - 05:12 PM
i like this idea to some extent, but the proposal of the attrition damage is to discourage too early attacks to protect your villagers. If not for this, what else will block the enemy from camping on your resource sites just outside the reach of your civic centre. Okay, he can lose those soldiers, but while you were fighting them, his villagers were gathering at full speed and you got a serious resource disadvantage here, what means you'll have to take defensive because you can't afford sending troops far away before your enemy does the same.
Pedro Falcão
Latin: Petrus Falco; Literally means 'Stone Hawk'.
English equivalent: ' Peter ';
Undergraduate Computer Scientist by UFCG
Shotokan Karate Adept, 3rd Kyu (Green Belt) & Muay Thai initiate
Latin: Petrus Falco; Literally means 'Stone Hawk'.
English equivalent: ' Peter ';
Undergraduate Computer Scientist by UFCG
Shotokan Karate Adept, 3rd Kyu (Green Belt) & Muay Thai initiate
#48
Posted 29 November 2012 - 05:33 PM
I see, you can add defense penalty too.
Speed, attack speed and defense penalty (they recieve more damage making them easy to kill).
Speed, attack speed and defense penalty (they recieve more damage making them easy to kill).
#49
Posted 29 November 2012 - 06:04 PM
Sighvatr, on 18 August 2012 - 02:24 PM, said:
Holy crap. I don't want to spend the extra time to click on my units to 'forage' or bring a food cart to battle. I just want to invade and be done with the match. There is only so much realism you can put into a strategy game similar to Age of Empires. Maybe if this game was a first person viewed, persistant world game, I would agree with you guys; but your suggesting to add in a lot of unexplained complexity to players whom will download this game, and wonder why their troops aren't doing so great. This just increases the amount of time it takes to kill off somebody, and that is already difficult.
My thoughts exactly.
Peter [ aka alpha123 ]
Wildfire Games Programmer/Design committee
Contact me: peter@wildfiregames.com
Wildfire Games Programmer/Design committee
Contact me: peter@wildfiregames.com
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users












