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#21
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Quote:
wow you put alot of effort into your work |
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#22
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I know what I want and nothing really has come close to providing formations like this...not in the original style RTS games like this...Total war is great but I want formations that do stuff in normal RTS games
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#23
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I don't like the square formation for the pikes. Pikemen should be able to just put their pikes down like in BFME.
__________________
"Do not come between a Nazgul and his prey..." Feel free to check out my soundcloud: http://soundcloud.com/dylan-lang |
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#24
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Why should a formation be available to only one unit type?
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#25
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why would you have a wedge formation for infantry?? because it does not work
Line formation can and should be used for a great number of units..not just swordsmen..I was merely giving an example! |
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#26
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We will have formations, no idea on bonuses at this point. However I also believe we will be having a custom formation option, so you can create your own.
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#27
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Ahhh, a unique little feature I see
I only really see formations being usful if they have some sort of effect! I dont like formations if all they do is make your men look cool ![]() |
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#28
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The problem would be giving bonuses to unique formations. Of course, some formations just naturally give a certain unit advatage over another.
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#29
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I think 5-10 units would be the best because it would ease the pathfinding, units could go in smaller areas; I found BFME2 horde size way to big they would get stuck in places and only half of them would fight when attacked. Although I think it would be very cool if you could group hordes together simular to bfme1.
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#30
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Problem with the BFME1 system was accidentally grouping two hordes you DIDN'T want together permeanently -_-
I do agree that the problem in BFME2 was pathing, but I think that squad sizes merely complicated an issue that had always existed. A good pathing system should work well regardless of the size of the hordes. Look at the Total War series, for example. In any case, the worst part about the BFME2 squads was clumping. The squads were balanced on the assumption that pathfinding would be an issue for melee units. However, there were techniques to make all the units clump into a small area, allowing you to get the entire squad to attack a single building. This resulted in damage nearly triple that of which the unit had been balanced around. With building fragility an issue to begin with... well, nuff said.
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