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Re: [Human-beings-discuss] trying to move on


From: dams
Subject: Re: [Human-beings-discuss] trying to move on
Date: 09 Oct 2002 15:52:34 +0200
User-agent: Gnus/5.09 (Gnus v5.9.0) Emacs/21.2

Guillaume Cottenceau <address@hidden> writes:

> dams <address@hidden> writes:
> 
> > > * removals
> > > 
> > >     You don't destroy enemy batiments, you capture them (with a
> > >     cost of adaptation): more realistic, more interesting.
> > 
> > I vote to keep this feature, but with modifications, so that it is simple 
> > and
> > interesting:
> 
> I don't discuss your points, with which I fully agree. And
> actually, I'd truely prefer to re-use batiments, I just thought
> it was not very logical when mixed with the "big city" and "very
> few cities" axioms.
> 
> Maybe, being able to reuse only annex cities would be a solution.

oh yes I forgot, of course, in my vision, because you have a capital city, 
either
you reused enemy annex cities, or you win, because you destroyed the capital
city. And we forbid reuse of batiments in the enemy capital city

> 
> [...]
> 
> >  - have some unique batiments like emperor palace, congres ... that makes 
> > your
> >    city stronger, with better properties (increased population, attractive,
> >    etc...) so that it has 90% to be the biggest, the more prolific, and so 
> > on.
> 
> Yep.
>  
> >  - I'm sorry to talk about that again, but the best way to keep the game
> >    central (a "civ" attacking from its main city, no other too big citys) 
> > is to
> >    introduce fuel. Don't say no yet, read this : each unit needs fuel. 
> > Certain
> >    units can extract fuel, other transport them. you'll have truck, tanker 
> > (or
> >    equivalent). But everything *fully* automated ! The user won't have to do
> >    anything to refuel, the units will do that themselves. BUT it's very 
> > usefull
> >    because you cannot take 2 cars and discover the entire map. It prevent 
> > from
> >    attacking with only attack units, 2000 kms away, complitely cut from the
> >    city/refulling system. And it brings a lot of strategic things, like
> >    attacking fuel truck instead of defending units. So a week enemy has not
> >    lost the game. amha you whould think about it again, you'll see that it
> >    brings usefull things. And if you automates everything concerning
> >    refuelling, you don't have bad side.
> 
> The background idea is rather good but I always thought it would
> be more of a pain than a really enjoyable feature of the game.
> Maybe the strategy of attacking the fuel transports would be a
> plus, yes. Maybe you're right after all.
> 
> It goes along pretty well with another idea of the game: the more
> advanced your batiments/units are, the more powerful they are but
> they are also complex thus fragile because they need many
> different goods to operate.

agreed. All this fuel mess is possible _only_ if the thing is fully automated,
the player can only decide to build more fuel truck/similar units, flag certain
units so that the refuelling system ignore them (if you want to do a suicide
recognition), and maybe choose the refuelling stle for the whole units, or one
in particular (advanced settings), like "refuell automatically", warn when a
group of unit needs refuelling, and the user click on a button to let the unit
being refueled automatically.

I played homeworld, a space opera, with a BIG mother ship, and little
fighters/other units. The system is really what I describe. The story is a
species triying to find its homeworld, so it travels in its mother ship. So
they stay have to stay grouped for the story.

The units have to be rearmed and refuelled. There is only one action, called
"return to the nearest ship that is able to rearm/refuel/repari you". So it's
simple. When a unit is damaged, it warns you, you have to perform this action.
When it has no more fuel, same, no more amunition, same. So it's simple. Of
course the refuelling can be automated, so that a fighter attacking will stop
and go to the nearest repair ship, and reattacking.

And an enemy can send you dumb suicide spaceship armless but strong and not
costly, to desarm your fighters. While the enemy fighters are waiting :)

That's fun. Here, in addition of a unit going home to refuel, we could have
refuelling/rearming/repairing units that go th the unit.

And I think amunition and damage should be handled the same way. To keep it
simple, the same unit can repair, rearm and refuel





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