Ideas about animals, physical strength, food supplies and surrender
#1
Posted 03 June 2012 - 10:32 AM
The physical strength of people are changeable. Their move can be set as "walk" and "run". If they run, it may take less time to arrive at the destination, but their physical strength will be drained very much. They have to have a rest. If they fight hastily, they will be at a serious disadvantage.
People need food supplies. They farm, and food is stored in granaries. They regularly get food from granaries, and the stored food is accordingly decreased. If granaries are burnt, they will be in hunger. Hunger will seriously reduce people's physical strength, and they will die if they are in hunger for a long time. An army also need food supplies. If an army's food supplies are cut off or all food are burnt, armymen are not able to fight for a long time. Hunger will defeat and destroy the army.
Citizens and armymen can surrender to the enemy. They have to follow and assist the enemy. But they also can rebel and attack the enemy. A surrendered faction may make a comeback.
The above contents are just ideas. What do you think about these ideas?
#2
Posted 03 June 2012 - 10:47 AM
#3
Posted 03 June 2012 - 02:12 PM
Had you ever played American Conquest? It is a cheap Age of Empires like game for $10 and they allow you to have thousands of troops. Your entire population depends and consumes your food in that game. If you run out of food, I think there is a time limit before everybody begins to die one at a time. Also in order to create troops in that game, you have to create a villager to garrison inside of the military building before you can create the specific troop.
The only problem to this suggestion though is that IF your ideas were implemented into this game, it would be more of a nuisiance then something I could point out and say "cool". The threat of hunger is an obstacle to having a large army, and it would mean donating a hundred of your population into farming. Then if somebody decides to crush your granary, all of your 10,000 food would be dissapear and everybody would start starving?
If you have an army that needs to run to the enemy in order to help support your ally in trouble, they have to rest before continuing? Then what would be the point in having a run option then?
The only reason why American Conquest has hunger in their game is because they can balance it out with an unlimited population and consume unlimited farms.
I think your ideas are cool, but you gotta balance gameplay too.
Edited by Sighvatr, 03 June 2012 - 02:31 PM.
#4
Posted 03 June 2012 - 04:54 PM
#5
Posted 03 June 2012 - 06:11 PM
The food supplies is nice idea, quite similar to the Stronghold series by Firefly Studios, but Wildfire Games won't do it, because 0 A.D. isn't a sim, its about ancient warfare.
"You are fooling yourself, Captain. Nothing here is what it seems. You are not the plucky hero, the Alliance is not an evil empire, and this is not the grand arena."
"And that's not incense." - The Operative and Inara Serra
"What you will see, if you leave the Mirror free to work, I cannot tell. For it shows things that were, and things that are, and things that yet maybe. But which it is that he sees, even the wisest cannot always tell. Do you wish to look?" - Galadriel
Clone Marshal Commander Zeta 1127 of the 89th Legion a.k.a. Zachary Skaggs
#6
Posted 03 June 2012 - 11:26 PM
Ake, on 03 June 2012 - 10:32 AM, said:
"Stamina", we will probably have that once we implement running
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#7
Posted 04 June 2012 - 11:19 AM
Sighvatr, on 03 June 2012 - 02:12 PM, said:
The only problem to this suggestion though is that IF your ideas were implemented into this game, it would be more of a nuisiance then something I could point out and say "cool". The threat of hunger is an obstacle to having a large army, and it would mean donating a hundred of your population into farming. Then if somebody decides to crush your granary, all of your 10,000 food would be dissapear and everybody would start starving?
I had never played American Conquest.
About food supplies, Caesar III may be a good sample. A granary has a limited capacity, and the action of destorying a granary is only destory the food in this granary. Of course, we can have a better idea: the food in a granary can be seized, and destorying is not the only way.
Romance of the Three Kingdoms has the concept of food supply. If an army consumes all food, its will lose soldiers and morale, and finally the army disappears if they can't seize food from the enemy.
If people can't get food from granaries, they have to eat animals and wild fruits.
Additionally, water supply can be implemented, too. They can get water from rivers, wells or springs.
In Sudden Strike, an army needs the supply of ammunition. If the army has no ammunition, weapons are useless.
Sighvatr, on 03 June 2012 - 02:12 PM, said:
As real life, people have different consumption of physical strength when they have different actions. There can be several options: "slow walk", "fast walk", "slow run", "fast run".
#8
Posted 04 June 2012 - 11:29 AM
Zeta1127, on 03 June 2012 - 06:11 PM, said:
The food supplies is nice idea, quite similar to the Stronghold series by Firefly Studios, but Wildfire Games won't do it, because 0 A.D. isn't a sim, its about ancient warfare.
0 A.D. shows a vivid world to players, and it is developed with strict research about ancient civilizations. It can be regarded as a simulation game of ancient warfare. The game may implement some good ideas of management simulation games.
#9
Posted 04 June 2012 - 11:41 AM
historic_bruno, on 03 June 2012 - 11:26 PM, said:
It sounds very good.
Quote
Without the exception, a formation can't be organized well if soldiers are very tired, and it is more like real battles.
In the game, will the status of low stamina weaken fighting ability?
#10
Posted 04 June 2012 - 01:49 PM
Ake, on 04 June 2012 - 11:19 AM, said:
Well duh?
But the ideas I'm seeing in your posts would suit more to a sim game/civlization game than an RTS. I don't think 0 A.D. is built to play for a very large time consumption into the game. But I may be mistaken, and I could eat my words.
For example, it only takes about a minute or less for a unit to travel across an entire map.
If we implement and balance stamina and rest. It would only take 10-15 seconds till your army is exhausted as well as your army would have temporary minuses to their statistics. If statistics are affected using the run option.. Then what is the point of implementing it in the first place?
Romance of the Three Kingdoms is a turn-based game, and is easy to implement and balance the food supply obstacle. Applying something like that to an Age of Empires like RTS game is something I've never heard of before, and I imagine it would take some somebody very ambitious to do the imense amount of thinking and coding for it.
Another example- It seems as if you want to add in an Army Management Phase to the game. Meaning that it is to fit somewhere between the phases of collecting resources, building, upgrading, buying troops, and then attacking with your troops. The problem I see with this is that you want to add in the realism of consequence into this game. Because of having to manage your army over time, it would seem as if people would only have the time to build one huge army to sweep people with. If your army gets killed off, it would take some time to create another large army and manage it before you can attack again. Do realize that this factor would pose a very difficult thing to do when attacking another person's city if played late into the game.
Caesar 3 is a strict city-building game and is very time-consuming. If you add in granaries to the game- such as if you destroy the Town Centre which has been where all of my food has been going to- it will not be very difficult to destroy, and I will not be surprised if players surround their Town Centres, Food Stockadges, Docks, Mills, and other such receiving centers with heavy amounts of walls, towers, and forts.
#11
Posted 05 June 2012 - 03:39 PM
i don't think that localizing some resources would work in 0 ad if you also have universal resources
#12
Posted 06 June 2012 - 02:20 AM
Ake, on 04 June 2012 - 11:41 AM, said:
In the game, will the status of low stamina weaken fighting ability?
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#13
Posted 06 June 2012 - 09:49 PM
In my opinion, it would be unnecessary to add a surrender option into 0 AD because player should have full control on the units not the units decide player's move.
Surrender should be a script option not in custom battle.

#14
Posted 07 June 2012 - 03:16 AM
#15
Posted 07 June 2012 - 12:46 PM
#16
Posted 07 June 2012 - 12:54 PM
And some meteor drops in the center of the map (or other part of the map) leaves a pile of gold or stone in the center of a crater
Change the paradigm from just building strong units or massive army to also considering the environmental condition for determining strategy
Edited by majapahit, 07 June 2012 - 12:56 PM.
Fried Banana, Steamed Banana, Banana Kolak, Nagasari, Banana Ceriping, and still many more delicious banana based cuisine.
#17
Posted 08 June 2012 - 01:52 AM
But the animals and other aspects of the environment would create a much more realistic experience when playing the game. Birds flying away when troops are storming their way, or having the already-present animals move more realistically.
And as a comment, the first time I saw the elephants move in-game, I thought it was funny how they just float/drag themselves around without moving their feet.
#18
Posted 08 June 2012 - 05:00 AM
wrod, on 07 June 2012 - 12:46 PM, said:
I strongly disagree with the idea of surrender, if we have surrender option then rout and desertion will become another option for military unit. Warhammer 40000 Dawn of War have implement rout in the game but no surrender option, if the game have surrender option then it will certainly involved a lot of micromanagement and there would trouble for player to manage the POW.

#19
Posted 10 June 2012 - 03:04 AM
#20
Posted 10 June 2012 - 10:32 AM
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users











