| Forum : Suggestion Box
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| Author | Topic : Rethinking WOL |
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Juxtaposer Joined 27/11/2002 Posts : 142
| Posted : Thursday, 5 May 2005 - 17:20 You could set up a battle fund. Units using BP's draw from the fund. Battle winnings can go to this fund. An automatic withdrawel from kingdom funds could be set up. etc.etc. |
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Ghengis Khan Joined 24/03/2003 Posts : 828
| Posted : Thursday, 5 May 2005 - 17:32 Crest this is refering to the new version more than the current one. In the new version each unit is 1 pop. No more 1k damage.
I honestly don't see a problem with mass movement. If Req implements this new idea I hope he leaves some of the games with the tradidtional movement. Until it hass been experimented with and determined if it works or not. |
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Requiem [R] Joined 3/02/2000 Posts : 3851
| Posted : Thursday, 5 May 2005 - 18:25 Ghengis: "My example is based off of real life."
The thing you forget in these "reality" arguements is that BOTH sides move at the Same Time.
You NEVER have 20,000 troops from one country invade while the defenders just stand there without moving waiting for their turn.
This is why ALL good turn-based games alternate turn more frequently. Rather than let Player1 move everything they have then Player2, they break it up. Player1 moves some, player2 moves some, etc
This way it is closer to a "simultaneous" game but still "turn-based".
It is also far more realistic that what we have now in the sense that the opponent can respond more frequently to your actions (just like IRL).
CREST, I want to see MORE units on the field not less  More units = more strategy & tactics.
However, I just dont want the game to degrade into a movement fest each turn, and have 100's of units all move at once per turn which would destroy alot of the real strategy. |
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Juxtaposer Joined 27/11/2002 Posts : 142
| Posted : Thursday, 5 May 2005 - 18:31 Also a defence points (DP) system could be set up. |
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Ghengis Khan Joined 24/03/2003 Posts : 828
| Posted : Thursday, 5 May 2005 - 19:25 Req some of what you say doesn't make sense. You want more units, but you want to limit the amount of units a player can move.
I understand what your saying a little more and your right that the other side battles at the same time. In battle games that may be a problem, as each player waits until the other player moves. But in campaigns both players are moving their troops in one turn, one player doesn't have to sit there and wait for the other player to move his troops before he can move. With the new system scouting units and strategy will become more critical as you will have more options.
I HAVE A REQUEST: Before you make massive changes that might not be needed, give the current combat system a chance. Let the high level players play a couple of games an see how it works. They may just agree with you and then help you hammer out a combat system that does work. Or they might show you that your fears are unfounded.
As this is something for the new version and we really don't have full knowledge of it, play testing with the current system before making changes would be best. |
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TaurusRex Joined 14/06/2002 Posts : 3595
| Posted : Friday, 6 May 2005 - 05:19 I fogot to say that I also like the idea of modes but I think the costs of changing modes thusfar has been too great (i.e. e.g. I think a cost of 30% BPs rather than 50% to go into defensive mode is enough and even a cost of only 20% BPs to return to offensive mode is enough).
TR |
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Juxtaposer Joined 27/11/2002 Posts : 142
| Posted : Friday, 6 May 2005 - 07:29 How about a movement que. Hence a certain number of MP spent per tick following the units que, changeable whenever logged in. |
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Bloody_Wasteland Joined 10/12/2004 Posts : 175
| Posted : Friday, 6 May 2005 - 08:42 Could you not have a 'pool' of movement points allowed for each turn, and different troop types use different amounts of those movement points?
ie.- You are allowed 1000 movement points/turn (at start) and basic troops use 5/MP per hex moved, advanced troops use 10/MP per hex moved, expert troops use 15/MP per hex moved and master troops use 20/MP per hex moved. Thus a player will be able to move alot of basic troops, or a few master troops, or any combination in between. There could be 'techs' for purchase that would either increase the total movement point 'pool', or decrease the MP/per hex used by a certain type. Also, as additional castles, or regions, are captured, there would be a bonus, or increase, to the 'pool'.
The 'pool' would be large enough not to affect movement of all troops in the opening game, where it is critical to get out and take your piles and resources, but would need to be set at an amount that would come into play going into the middle game and beyond. This way, once middle game, or a better way to say it, a certain amount of troops are owned, the MP's needed to move them all exceeds the 'pool' total, and the player must then choose WHICH troops he wants to move each turn.
All other gameplay as far as combat could be left as is.
The figures above were merely random #'s thrown out to express the idea, and may not actually be reflective of what would be needed. |
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Corflu Joined 22/08/2003 Posts : 413
| Posted : Friday, 6 May 2005 - 10:43 In my opinion, these suggestions would not make for a fun game. If you implement what is here, please leave the current method available as well. Then, like the two castles suggestion, we can change back if necessary. |
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Sage Joined 8/11/2002 Posts : 1871
| Posted : Friday, 6 May 2005 - 11:33 Corflu, Req isn't worried about what WE consider fun...he's worried about which system would be considered fun by more people in total. I fear he may be willing to trade us away if he could get twice as many players for us.  |
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Corflu Joined 22/08/2003 Posts : 413
| Posted : Friday, 6 May 2005 - 15:36 I would do the same if I were him! I think the difference is whether he is having fun designing, or if he wants more people here though. The game needs some improvements/tweaks and more thought to initial arrivals and such to draw more players. It seems except for the bugs, most of the suggestions here are ignored. Most of the larger scale overhauls, which I feel are less necessary, are the ones he is concentrating on. That is at least for this version. The next version is a whole new story! |
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Requiem [R] Joined 3/02/2000 Posts : 3851
| Posted : Friday, 6 May 2005 - 18:16 this IS for the new version 
I'm not even thinking about the current "old" version. I wont touch it unless there is a major problem with it.
So every suggestion I am looking at is for the new ver. |
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Mog Joined 5/02/2004 Posts : 2663
| Posted : Saturday, 7 May 2005 - 00:43 This thread has a problem. Half of the comments are changes to the existing system and half about the new version of the game. It's funny...Req has been planning the new version for some time and we have been privy to many of his thought processes as he thinks it out. I have a picture in my mind of the new game from forums and chat of what the next version might be like, but it changes a lot with Req's newer ideas.
It would be interesting to see all the ideas presented so far. We've seen some map tryouts, know that the current system will be radically changed as pertains to army makeup (1 instead of a stack) and that Demons will be in Campaigns. Req even mentioned (above) that he has ideas about "height" which might mean multiple levels of topography??? Please elucidate.
Anyhow, it would be nice to hear a comprehensive overview from you, Req. Then we can go on to discuss it intelligently. At least, as intelligently as we are able.  |
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MacWar Joined 5/01/2005 Posts : 8
| Posted : Wednesday, 25 May 2005 - 00:48 How about reserving BP for defense?
If I have 145% BP, spend 45% to get into attack position and then expend all my energy on a massive 100% assault I will have nothing left to defend myself with and will suffer greatly when counter-attacked. Maybe not suffer but be much less capable of inflicting damage when defending.
So now when attacking I either directly enter how much BP to use or have different modes, all out attack uses all remaining BP, regular use 50%, probe use 25%, etc. Consider intensity levels from1 to 10 with each level corresponding to a multiple of 10%.
If you are interested in knowing more then let me know, the defender poses an interesting challenge but not an impossible one... |
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