Tuesday, April 17, 2012

My list with suggestions

My list with suggestions:



1) Dont forget the flare/ping option every RTS should have. You forgot it in the release version of SC1:

http://forums.gaspowered.com/viewtopic. ... highlight=



2) Build units per squad/group (examples , dow1,dow2,coh, total war series)



3) Hard counters: pike vs horse , sword men vs pike , bow vs pike&sword , horse vs sword&bow.



4) Full screen "mini map" again like sc but now let the mouse pointer stop at the edge of the main monitor instead of going the the 2e monitor.



5) "Pure" a.k.a reality option that turns off dragons, magic, wizards, beasts etc in MP game so you only have normal guys fighting with swords,pike's,bows,horses,musket,axe,shields etc

to expand this idea , replace uber fantasy units like dragons etc with elite infantry or cav unit when "pure" option is turned on.



6) Beside a depletable resource(s) have somethings that cant be depleted but interruptible for players , like market cards from age of empires 2 , or trade ships from sins of a solar empire. ambushing a nice trade route in aoe2 was a blast.



7) When you send resources to allied player, don't let it be instant transfer. Let a horse&cart from your capital/HQ/market building travel to your allies capital/HQ/market building before he receives the resource donation. This makes sieges more interesting and ambushing donations on the way a tactic.



8 ) Upgrade units with weapon class 1 to 3 , Armour class 1 to 3. so you have to buy it for every group you wish to upgrade (see battle for middle earth 1&2) let the tech research for this be a player choice, so you can decide to skip the research for Armour 1 and 2 and go for Armour 3 but let it take longer to research if player skips level 1 and/or 2.

option to tech rush if a player wants to put in time and money but left without tech 1 and/or 2 for some long minutes and hope to come out on top with level 3 etc.



9) Let height be a factor. see warrior kings for idea's .when archers are on hill/mountain their arrows did more damage.

when cav charged down hill they did more damage, same for infantry.

When cav traveled in mud they slowed down.

Warrior kings had alot of nice design things in it, but poor patch support, and engine was a bit heavy for pc's at that time.

Also archers did not have unlimited arrows, they needed supply cart near for arrow supply. (so enemy cav could try and rush the supply cart etc)



10) Make walls build-able and be able to support troops on it.

Alot of games already did this in some way or a other, rise and fall of civilization did it good in my opinion also Alexander the game did it good enough.





Raising the bar suggestions:

1) Drop single core support. be the first in the gaming industry bold enough to make dual core a minimum requirement so your engine programmer can really work his magic if he is up to it.



2) Raise the player limit in MP, now its 10 players? for example C&C4. raise it to 12 or 14 for those with high powered pc's on lan.



3) Offloading ai to a server?

http://forums.gaspowered.com/viewtopic. ... highlight=



4) Build in voice recognition commands for simple commands like ctrl+1. End war has it, chris can do better :-)

Looks good for marketing.|||you should read the stickied threads before posting in future.



GPG-Servo|||jesus, im glad you dont make games for a living. truly awful, especially this



Quote:|||ghodan

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