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Re: [glob2-devel] Forbidden flags - gameplay suggestions
From: |
Gabriel Walt |
Subject: |
Re: [glob2-devel] Forbidden flags - gameplay suggestions |
Date: |
Thu, 19 Aug 2004 04:46:45 +0200 |
User-agent: |
Mozilla Thunderbird 0.5 (Windows/20040207) |
I think we can do this later (after v1.0)
Yes, of course. For now [v1.0] what we need most is:
- more stability [it's already getting much much better]
- less cpu usage [this is also getting better]
- a windows build that has less bugs [double buffering, AInumbi crashes,
settings that are saved]
- better interface - I do not mean the in game interface, but the
different options screens [the settings not always available, better
alliances menu, etc]
- graphic package system for making more custom stuff
- a better script that allows cool campaigns and alternative gameplays
- a better website with game-site communication [for maps, yog stats,
etc], eheheh... coming very soon!
Everything else is science-fiction! This does not mean we shouldn't talk
about it, but we shouldn't suggest it for a fast integration. So for
such ideas we should make some kind of suggestion pool [for eg in the
wiki], where people could write down cool ideas by documenting them very
well. So if one day some programmer has some time and motivation, he can
implement one of these ideas without having to think about how it should
work.
Some other thinks we should worry is managing the defense. We have
nothink for defense, and the buildings are week. ONe solution is making
buildings stronger but it will make the game more like the old games.
Ok your huge description is cool. I didn't get every detail, I should
re-read it and/or you should clarify.
BUT: The aim of glob2 is not to be war-centered! War should exist, but
the fact that it is so important is more a misconception than a wanted
feature. That's why the fruits that give comfort to your inns were
introduced. Like that if you share the vision of your inns with the
enemy, his units may switch and come to your inns. In the same idea, the
prestige were introduced allowing you to win if you have many level 3
schools.
I think the gameplay improvements should be made for these alternative
strategies that deserve a better tuning. Also, we should first make a
wiki section where we try to identify the problems of the actual
gameplay, like:
- problem: surprise attacks [eg by cutting a new access way through
resources] are too hard to stop.
* suggestion: make defense structure that cover a big surface, like the
solution you suggested. or an easier solution would be to make the
defense towers cheaper and/or stronger. but this isn't yet a perfect
solution, because already now with 6 level3 towers, you create a
structure that is nearly impossible to destroy, even with 20 max level
warriors... so if they get even cheaper, you'll be able to make
indestructible places!
- problem: it is also too hard to stop an enemy cutting down all your
resources.
* suggestion: you said that resources that were cut down should grow
again faster and from nowhere [no adjacent resources needed], I like
that idea very much!
- problem: prestige limit is too hard to reach, and not very interesting.
* suggestion: prestige buildings should be much easier to build, but
also much easier to break. they should even make you somehow weaker. one
idea could be that they are shown to the enemy, he can see the level3
school as well as a big area around it [5 to 10 units].
- problem: you have hardly a feedback about the units you converted with
you inns, that makes this strategy not very interesting too even if it's
probably very efficient.
* suggestion: there should be a counter of how many units you lost or
won for each player in the game. a counter is just a number for each
player showing how many units you lost or won for each of your opponents
since the beginning of the game. perhaps there's a nicer way to show
that visually than a few numbers in a corner of your screen... ?
* suggestion: this counter should also be shown in the graph at the end
of a game.
Gabriel.sleep(_NOW_);
- [glob2-devel] Forbidden flags, Nuage, 2004/08/18
- Re: [glob2-devel] Forbidden flags, MOA333, 2004/08/18
- Re: [glob2-devel] Forbidden flags, Gabriel Walt, 2004/08/18
- Re: [glob2-devel] Forbidden flags, Nuage, 2004/08/18
- Re: [glob2-devel] Forbidden flags, MOA333, 2004/08/18
- Re: [glob2-devel] Forbidden flags, MOA333, 2004/08/18
- Re: [glob2-devel] Forbidden flags - gameplay suggestions,
Gabriel Walt <=
- Re: [glob2-devel] Forbidden flags - gameplay suggestions, MOA333, 2004/08/18
- Re: [glob2-devel] Forbidden flags - resources, Gabriel Walt, 2004/08/19
- Re: [glob2-devel] Forbidden flags - resources, Matthew Marshall, 2004/08/19
- Re: [glob2-devel] Forbidden flags - gameplay suggestions, Matthew Marshall, 2004/08/19
- Re: [glob2-devel] Forbidden flags - gameplay suggestions, Emmanuel Eckard, 2004/08/19
- Re: [glob2-devel] Forbidden flags - gameplay suggestions, Gabriel Walt, 2004/08/19
- Comments about 1.0 (was Re: [glob2-devel] Forbidden flags - gameplay suggestions), Stéphane Magnenat, 2004/08/19
- Re: Comments about 1.0 (was Re: [glob2-devel] Forbidden flags - gameplay suggestions), Emmanuel Eckard, 2004/08/19
- Re: Comments about 1.0 (was Re: [glob2-devel] Forbidden flags - gameplay suggestions), Matthew Marshall, 2004/08/19
- [glob2-devel] GFX for bullet exposion, cyrille . dunant, 2004/08/19