Thursday, April 19, 2012

Suggestions

Id prefer more depth in to the game, not just supreme commander type

unit stomp, but with more sophisticated gameplay, such as more complex economy and advantage of the environment for gorilla warfare, usage of roads... No silly wood cottage houses for just adding population cap, i want this much closer to settlers + Supreme commander, then supreme commander + Total Annihilation: Kingdoms.



1. More depth in "base" construction, such as sustaining population with food. Usage of art, religion or military victories to boost population morale which gives more people eager to join the war and increases productivity, there could be also environmental factors like rain gives better food production, but decreases other fields like wood cutting, there could also be LAW factors like placing new taxes to boost income for critical mobilization for war, but with penalties of course... I could write lot more about the subject but i think i made my point.



2. More complex warfare, instead of just meeting enemies head on with rock, paper, scissors there could be more factors, like direction of incoming enemy, flanking manouver gives more offensive advantage and decreases enemy legions will to fight, also instead of single unit control, armies are divided in to legions / formations, possibly even customize them like adding 2 ranks of pikemen infront of a swordman formation. also somekind of system army supply would be nice, giving weaker opponents a change to fight the enemy armies in Gorilla warfare. Also terrain and weather factors would be nice in fighting...|||Since there really isnt stopping this becoming some sort of magical fantasy game, so why not just add ideas for fun.



"Magic" :



Spiritual powers, since im not really a fan of clicking on special units to cast spells, id prefer more "off map casting" if u will, but with limitations, units such as sorcerers are conduits for players to cast spell nearby area, the casting is limited by the sorcerers capabilities that can be improved by training and research, the more stronger the sorcerers the more power it can deliver through itself, should player cast more then the sorcerer can handle, it can claim its life, but some factions or units might have capabilities to sacrifice themselves to deliver magical devastation.



There could also be mystical relics, such as "bubble stones" which forms a bubble type shield around the castle, to protect from catabults but requires sorcerers to channel more power in to it.



Customizable relics might be nice, players augmenting "rune stones" in to with powerful abilities, but can carry limited amount of power which requires sorcerer channeling/recharging, example. "Pillar of Light", add burst of light ability (blinds nearby enemies), add distance/trigger, add mana storage.





Unit suggestions for castle sieging :



Mountainers : men who lived there lives in the highest peaks of the world and called to war, talented in climing walls without siege machinary.



Raptors : Lizard cavalry capable in leaping over short walls.



Jumpers : the fantasy term for paratroopers who use catapults to jump over walls.



Reapers : Disfigured men who sneak in the night, can also clime over walls without siege weapons, will go berserk when enemies nearby.



Units customization would also be a neat idea, example. recruiting a lizard without or with a certain type of rider. (without rider will go beserk when enemies nearby). Or equip footmen with heavy plates or with lighter equipment if in economic crisis or just want faster soldiers.





Army movement :



armies move faster if using the roads, but will have to move in long columns making them vulnerable, but move slower if going through ruff terrain in large group.



Resting, could also be a vital component in the game, armies with capability to set up camps in the wilderness to rest, same goes for soldiers within the walls, making castle sieging easier, soldiers on the walls will get exhausted in time, if players keep the pressure up nicely without high casualties will open a window of opportunity to crush the weak defenders.



I think this is enough for today, maybe post more later|||JuXi|||God powers, Age of Mythology style, however instead of having a single use god power, you choose gods to worship, and designate worker units to pray to them. This generates faith resource, which allows you to use god powers, upgrade creatures, and build larger temples.|||More ideas :



Naval Warfare :



Basically in every game that has naval warfare has only one goal, sink the other ships, but in ancient times it was more about boarding and ramming the enemy instead of shooting from a distance or point black range with cannons.



This way if opponent has superior firepower on deck, then player may wish to concentrate on more on manpower to board and capture these vessels.



Possibility of having sea creatures or divers to sneak and board enemy vessels.





Air Warfare :



In case of air warfare, id wish weather factors as well, clowdy skies offering stealth from ground units, to give things like zeppelins to change to drop units out of skies, would we extremely handy in castle assaults.

Also things such as thunder storms causes damage and confusion for flying units, possibility even blown in random direction by the winds.



Unit ideas :



Zeppelin : Air balloon capable of transporting troops through the skies and handy dropping units behind enemy lines and walls.



Dragon Riders / Dragons : Dragons arent such powerful creatures as in some games, there more efficient against air units, catabults and towers, but can still strike at ground units grabbing a soldier in to its mouth or grab few soldiers with talons.



Hedgehogs : Rhinos covered in armor and spikes, good at sieging wooden walls/gates, also handy ramming on enemy soldiers.



Jaguar riders : Fast attacking cavalry for gorilla warfare, wount take movement penalties in the woods.



Birds of Prey : flock of trained birds hard to hit, but arent deadly, mostly causes confusion in enemy formations.



Bear cavalry : Very powerful cavalry unit and can sustain lot of punishment, but is very slow.



Flying Manta : Armored from there bellies making them hard to kill from the ground, favored by archers and fire oil using saboteurs.



Flier Beatles : Beatle type cavalry with capability to fly short distances, but slow on the ground.



Woodlers : people living in the woods, who are capable on jumping in the trees, making them move lot faster in the woods.



Giant Octopus : grabs and boards the naval vessel, attacks the men on the deck after all dead crushes the ship.



Other ideas :



If developers are planning to add some level of customization, id recommend giving the option to design the troops both ingame and in menu, such things are always handy, when knowing when your current soldier setups and strategies dont work on your opponents.



Since building the economy might become slow game, which is still nice if option to save the game and continue later (ruling own nation with pause), an other game mode for fast players, would be to divide the world map in to provinces, sort of like company of heroes, but each province has a town and a noble residence which can later on be developed as a stronghold or just defenseless economic town which is protected by its strategic location or armies.



Would also nice to see lot of artistic design in castles, able to make a new looking castle every game, making them look like real fantasy castles. Not just age of empires type wall connecting.|||JuXi|||Get your hands of my game you damn dirty ape|||You very well know i mean Guerrilla warfare, im not english so there is bound to be typos here and there. the term Guerrilla isnt written or sad the same way finnish language so try to understand.



Ebola dont be serius (nice pic btw :) & Obviously the apes are out there to get u!



Feel free to contribute own ideas or add something in mine.|||More ideas



Game world :



Since not everyone is capable of playing with complex economy, there could be much simpler way (game modes for more complex gameplay would be nice thou).



What do kings need? other then armies and castles.



Towns and people of course, since i previously suggested about provinces, that may actually work, world divided in provinces that each has a town, each town has a base of population which acts as a limit for construction and recruitment. MANPOWER! that is what armies and occupations require.



Since every town has own population the orders to build for the province require a noble residence u select and gain control of the province.



What about resource gathering?



Instead of clicking peasants you simply modify the manpower from noble residence, lets say u wish to construct more buildings, then u choose how many people do u wish to go in construction business, this way the economy is automated and resource gathering eliminated.



Resources (manpower) :



Recruitment (manpower to training soldiers).

Construction (manpower to build and maintain/operate buildings).

Religion (manpower to increase research output)



If game supports player casting magic then



Religion & magic (manpower to replenish magical powers)

Science & Alchemy (manpower to increase research output)





To speed up gameplay players can build more farmfield to increase growth rate in towns which mean, more building, more recruitment and speeding up research.



I think that is enough for today...|||Jesus ******* Christ dude.



Sure it's nice you're making up all these ideas, but take into account that the game's been in development for ONE month. I'd think they're barely in design phase at this point, let alone adding all these abstract ideas (most of which are really bad to be honest).



I really doubt there's any point in you wasting your time doing this.



Just stick to small, simple, but thought out ideas for now please.|||what is it with noobs and their erroneous assumption that adding weather adds to strategy?



im so glad most of you dont design games.|||@ Mazrix



Sorry if i throw too much ideas around, i just happens to have lot of time in my hand this week and decided to waste sometime in here, its fun to just throw ideas out of the hat and i know most of them arent any good, specially with unit suggestions, im just giving options and i very well know, most likely none of it gets to game design.



Isnt best thing in life to have fun?



@pkc



Weather is part of strategy, to take in to a account the effects of weather, specially in world war 2 russians took heavy casualties cause they didnt have efficient clothing in winter... Like someone posted "we all know how big of a role it played in the last world war. Mother Nature kicked some serious a s s". What i have even seen in some documentaries, the russians tried to be smart and use advantage of the weather and flank from the frozen ocean, with disastrous results for them, as for Finnish they used skis to travel fast on snow.



You may not believe the fact, but weather is part of warfare, it gives advantages and disadvantages, that a talented strategist can use.



You dont think lucky case of fog in some area where u could hide your troops for a time isnt Strategic move?|||Weather played a part across months. It was supply issues, the ground becoming boggy, gun oil freezing, horses dying, bows and bowstrings becoming soft and unusable, armour rusting, trenchfoot, hypothermia, malaria, dysentry - all have been proven army killers.



All at the grand strategic level, as in theatre wide problems. It would be tough to implement into the usual strategic level or tactical level without it seeming like a gimmick.



If they can do it - I'd say run with it.|||JuXi|||pkc what is wrong with your attitude? I never sad anything about making this game in to world war 2 with weather implements, i just sad an example that weather has effects in REAL war, either good or bad.



Id say u have some major issues in life, no need to stress and attack others in random forums, im not telling what coders should do, im not telling anyone to do anything, im simply using my imagination for throwing options, that others can use to make my bad ideas in to good ones, it necessarily dont have to aim for gaspoweredgames, anyone programmer can use'em.



If you dont like them, then dont, there is no reason for you to start yelling unrelevant stuff. If you dont like the Weather then dont, some hardcore strategy game players, may want more realistic or complex gameplay/strategy.



Since i can see an other RAGE filled message coming at me after this, i have only this to say to you : "Talk to the hand, cause face aint listening!"|||But here's the thing JuXi. GPG is asking us for suggestions. We're not supposed to design the game itself. What you've done is completely design pretty much every part of a complete game.



The game is probably in concept design phase (or whatever you want to call it.) This isn't the time start going crazy about gameplay elements. Yes, of course suggestions are good, but you're over doing it.



This is mainly time for story and setting suggestions, maybe even some suggestions on how factions and units are supposed to work.|||JuXi|||JuXi|||pkc, thats more like it, less aggressive/violent counterpoints, sure occurrence of weather anomalies is slightly lucky, but remember just because someone gets a opportunity doesnt mean u cant counter act them.



quote from Sun Tzu (Chinese military general and strategist who wrote "art of war")

"All warfare is based on deception."



same subject but wikipedia quote :

"He thought that strategy was not planning in the sense of working through an established list, but rather that it requires quick and appropriate responses to changing conditions.



You might as well check it out in wikipedia if u wish :)



As for my suggestions, well i did over do it i suppose, there just suggestions nothing more nothing less. Its like picking up fruits, there is plenty of them, but u cant fit them all in one basket, you may think some of the fruits are bad and dont pick them and some look delicious...



In short nobody has to take any of my suggestions i wrote, if someone wants to take one or two of them go ahead, it doesnt matter, how early the game development is, the suggestions are still sitting there.|||Removing air units.



The great thing about not having air units is that u can completely focus on ground fighting instead of having enemy flying units raiding your colonies like in starcraft (Really annoying to be honest).|||Aaaah, so you're one of those folks who turn air off in SupCom...





Listen up. Simplifying the game =/= better game.



If you get raided by Air, build AA.|||Not really, Supreme commander is abit different, games like warcraft 3 or starcraft are whole different ball game, in supreme commander loosing mining pumps isnt world ending and building AA on it isnt so hard, but in starcraft or wc3 loosing that colony was devastating, since they were expensive HQ structures.



Thats the thing i love about supreme commander is that, even thou u may take a nuke hit or serius beating doesnt make the game over, unlike in starcraft or warcraft.|||And there's the thing.



This game is definitely going to be built on the moho engine and will be at the same scale as SupCom games in context.



I'd think countering air would work the same way too.|||I hope your right, i just would hate to see archer arrows work as homing missiles thou.|||they could have explosives on their arrows and they would work like flaks

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