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[glob2-devel] Gameplay discussion
From: |
Gabriel Walt |
Subject: |
[glob2-devel] Gameplay discussion |
Date: |
Sun, 13 Feb 2005 13:18:30 +0100 |
User-agent: |
KMail/1.7.1 |
Hello,
Here's a summary of the main gameplay elements that i think are currently
problematic in glob2 and that could deserve some tuning. The aim is to
suggest some very simple points that can be tuned with as few programming
required as possible:
- Making warrior rushes harder. The problem is that if a player is rushing
with warriors, the opponent has no other choice than to make a big army too,
currently the best defense is a good offense. So what we need is to allow
people to make a better defense. Level 1 towers are already quite strong
against level 1 warriors so this is ok. But the problem is that it's
impossible to build enough towers all around the base to be safe and towers
are only a defense point - not a defense line. What I suggest is to make
walls cheaper: 1wood instead of 2wood. I'm not sure this is enough, but it
may help a bit... if you have other ideas of how to make rushes less
efficient, please discuss them.
- Making cleaning enemy's resources harder. Here the problem is that it's too
hard to counter an armada of enemy workers that clean your resources and it's
too hard to defend correctly resources. What i suggest is to make cleaning
resources 2 to 4 times slower... But the problem is that it may then be
slower than the basic taking resources for a construction, should that be
slower too, just for having a coherent game?
- Another possibility to make resource cleaning attacks harder is to make
workers much more fragile, to be able to attack them efficiently. I also like
the idea that a worker is fragile and a warrior is much more resistant, but
to be correct, workers should then also require less resources to breed in
the swarm, and warriors require more resources! Workers should also stay
shorter in the hospital.
- While we are at upgrade speed, i repeat what i already said, i think upgrade
speed should be variable. For instance a level 2 warrior going into a level 3
war upgrade building should stay shorter than a level 1 warrior going into
the same building. Does any body agree - or disagree? Comments are welcome,
especially from people who play!
- Conversion should be less systematic. The problem is that when two players
have conversion activated and make tough war and there are few inns
available, units switch the side very often which makes everything very
inefficient. They shouldn't switch side that systematically IMHO... but this
can be discussed. Again, comments are welcome.
- Something i simply "hate" in glob2 is the different upgrade size of the walk
and swim buildings... Does anybody actually like that?? It's just a pain in
the ass and micromanagement thing to track down each resource sprite that is
in the wrong place when you want to upgrade your building... If i remember
well this is also a feature that has never really been "designed" but that
comes from the old gfx of globulation first of it's name, where buildings
weren't upgraded but you had to build a new upgraded building... So it made
sense then, but no more now! Anybody who agrees, please tell it.
PS: sorry for the many english mistakes, i know i suck. furthermore i had not
time to read again what i wrote... sorry, i hope you can still figure out
what i tried to say.
PPS: please answer and tell what you think about these points. also PLAY
glob2, this is the only way we can tune the gameplay!
Thanks :)
Gabriel
- [glob2-devel] Gameplay discussion,
Gabriel Walt <=