View topic - Gameplay issues



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 Post subject: Re: Gameplay issues
PostPosted: 02 Sep 2009, 16:19 

Joined: 18 Aug 2007, 18:04
Saktoth wrote:
I'll leave Regret and Gota alone to fume silently, which is good advice for everyone

Enjoy your large playerbase.


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 Post subject: Re: Gameplay issues
PostPosted: 02 Sep 2009, 16:22 
Server Owner & Developer
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Joined: 19 May 2006, 18:13
Location: Brno, Czech rep., EU, Terra, Sol, Orion arm, Milky way, Virgo supercluster
I agree that combat micro is fun, but nothing stops you from microing in CA Gota.

I think there is plenty of room for it and we are trying to make micro part of the game.

You can still evade bullets, you can still focus fire, you can still flank, you can still use special abilities.

You will use auto swarm only when you are overloaded or if you are a newbie. Manual control is always better.

I dont see a problem here.

Besides unless we block widgets anyone can just download autoswarm and use it.


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 Post subject: Re: Gameplay issues
PostPosted: 02 Sep 2009, 16:24 

Joined: 18 Aug 2007, 18:04
Licho wrote:
You will use auto swarm only when you are overloaded or if you are a newbie. Manual control is always better.

Just to point out how retarded your reasoning is:

You said yourself newbies don't use auto micro widgets because they don't use fight command. So they just get raped more by good players using them. GOOD JOB.


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 Post subject: Re: Gameplay issues
PostPosted: 02 Sep 2009, 17:53 
Supreme Annihilation Maintainer
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Joined: 11 Jan 2008, 16:55
Licho i was replying to the bomber gameplay.
Im not saying autoskirm is bad or any other automation.
I'm just saying that maybe it can be placed in a different place to make it not a choice for newbies or whatever but an integral part of the gamepla and perhaps allow battles to be conducted on different scales and at each scale give the player different tools to handle the different situations so as the scale of the battle increases so does the automation and the tools to deal with your forces and eco as well.

Im just saying that,cause if you think about it CA has almost no tech tree thus it is much more suited to allow players to play in games of very different scales from small 8x8 maps to huge 20x20 maps.
In BA style games its much harder since you lose a lot when you play on huge maps with a small amount of players but with CA much less changes if you play on a big map or on a small one cause of this lack of a tech tree.
I see this as CA's biggest advantage in how its tech is organized,this flexibility.

Ai's to that allow you,as the battle become bigger,to send troops that will act smart and micro themselves and different untis will mix correctly allowing you to manage to battle from a more macro perspective.
Ai's that can control your economy by reclaiming stuff that are unnecessary or those that haven't been used for long.
Ai's that manage the details of an expansion by themselves or AI's that allow you to mark certain areas for the AI to defend...
Many things can be automated but this automation can be used as just another tool to control the game when you change the scale.
ATM it is impossible and is too overwhelming cause players dont have the tools to control bigger scaled battles.


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 Post subject: Re: Gameplay issues
PostPosted: 02 Sep 2009, 18:02 
Server Owner & Developer
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Joined: 19 May 2006, 18:13
Location: Brno, Czech rep., EU, Terra, Sol, Orion arm, Milky way, Virgo supercluster
So you would like more large scale automation..

In fact i toyed with the idea for chicken faction..

Idea of pheromones .. where you mark certain location as "raid here", "assemble ehre", "arty from here" etc and countless swarms of chickens listen to such general orders.

They could even work like ants. With each unit given possibility to reinforce certain pheromone on the path etc..


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 Post subject: Re: Gameplay issues
PostPosted: 02 Sep 2009, 18:15 
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Joined: 23 Oct 2004, 00:43
I've played games like that - Globulation is like that, and Robocalypse. Usually I find them far more annoying than the direct control in conventional RTSs.


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 Post subject: Re: Gameplay issues
PostPosted: 02 Sep 2009, 18:23 
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48
Location: Horse
Licho wrote:
So you would like more large scale automation..

In fact i toyed with the idea for chicken faction..

Idea of pheromones .. where you mark certain location as "raid here", "assemble ehre", "arty from here" etc and countless swarms of chickens listen to such general orders.

They could even work like ants. With each unit given possibility to reinforce certain pheromone on the path etc..

Wow that sounds like a really fun project, once CA is really established and ready.


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