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#11
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... i smell more bugs ><
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#12
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So say someone built a city, town, or castle near the ocean, would you be able to attack it from your ships my sending landing craft toward the shores and invade it?
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#13
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I'd personally have little use as playing units, I have to see everything going on around me and control the battlefield
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#14
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Yeah i kinda agree. If you would like to play a game where you control your own hero an RTS game is not the right gametype. I understand that its cool to be able to controll some kind of hero, but then you loose some of the aspect of strategy, at least then ofc each of your units need to be scripted to do things on their own
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#15
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thanks for the imformation
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#16
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RWS should focus on the strategy of the unit system in general. I see probs in handling so much units in a tactical way, if this game ends up like settler 5 u will loose all the fun playing siege battles anyway. The cities look awesome but will all this be in a correct control. Will my armies really do wat I want. This RP Style Unit Hero is hard to balance and the engine doenst seem to go with it. My Point is...focus on your strenge and not to much...
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#17
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I think this would be a great alternative battle mode, however, I dont think it would really fit with the overall feel of the game. Good suggestion though!
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#18
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meby this could be a feature of small skirmmish battles only.
As you only have a few troops on either side the need for an overall tactical view is smaller thus allowing you to take personal control. As a battle gets bigger as a commander you would HAVE to step back a bit so you can judge the overall battle. this would prehaps add a small element of realism.
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GM-ing of crops is rife yes? so why have i not yet seen a 10ft killer tomato? to me thats just lazy! |
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#19
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Quote:
There is a game yet similar.of your suggested idea..called Mount & Blade. |
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#20
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The only drawback of this is if your commander unit is as strong as a hero from dynasty warriors, then they would be overpowered and take away from the strategy element of the game.
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