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  #11  
Old 06-07-2007, 02:29 PM
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Ryan Zelazny Ryan Zelazny is offline
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Quote:
Originally Posted by Solomai View Post
Just a thought, aren't trolls supposed to be a bit thick?

I always thought of trolls as the schoolyard bullies, big, tough, short tempered and too stupid for their own good, in that sense I would've thought that goading them into reckless behaviour would be quite realistic
I quite agree with your point, Solomai. Having differing levels of AI based on the actual intelligence of the creature is very good for keeping the theme with a game, especially where such things as trolls do exist. Is it good for gameplay? Well from what we've heard it's a no, so far. These types of things will be based on how things work out once they are implimented, and we find out what works best, both from our own standpoints and the standpoints of the beta testers.
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  #12  
Old 06-07-2007, 02:34 PM
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Gameplay value should trump realism (otherwise the bases should be at least a few hours of walking from each other, now shouldn't they?), and the added management of having to baby-sit your trolls (or cavalry, for that matter) is certainly something that isn't desireable. I don't think making them chase after the most vulnerable units is absolutely necessary, just make it so that they won't run towards the ones they're vulnerabe to.

I've got a lot of experience with BFME2 as I worked with a group that made an extensive mod to rework the game mechanics. Attack trolls were one of the most annoying to work with since their primary counter was actually an AI bug that we couldn't fix.
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  #13  
Old 06-07-2007, 04:44 PM
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Gameplay value should trump realism (otherwise the bases should be at least a few hours of walking from each other, now shouldn't they?), and the added management of having to baby-sit your trolls (or cavalry, for that matter) is certainly something that isn't desireable. I don't think making them chase after the most vulnerable units is absolutely necessary, just make it so that they won't run towards the ones they're vulnerabe to.


Yeah along with realism I think that is a bit over the edge yet it still needs to be realistic. This goes along with the troll thing but, what if say 15 archers shot at a troll and since its hide is so thick the arrows would stick out of him like in the scene of LOTR ROTK where the Mumakil got all shot in the legs.
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  #14  
Old 06-07-2007, 06:57 PM
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yeah better point
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  #15  
Old 06-10-2007, 05:14 AM
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Quote:
Originally Posted by Ryan Zelazny View Post
I quite agree with your point, Solomai. Having differing levels of AI based on the actual intelligence of the creature is very good for keeping the theme with a game, especially where such things as trolls do exist. Is it good for gameplay? Well from what we've heard it's a no, so far. These types of things will be based on how things work out once they are implimented, and we find out what works best, both from our own standpoints and the standpoints of the beta testers.
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Originally Posted by Darvin View Post
Gameplay value should trump realism (otherwise the bases should be at least a few hours of walking from each other, now shouldn't they?), and the added management of having to baby-sit your trolls (or cavalry, for that matter) is certainly something that isn't desireable. I don't think making them chase after the most vulnerable units is absolutely necessary, just make it so that they won't run towards the ones they're vulnerabe to.

I've got a lot of experience with BFME2 as I worked with a group that made an extensive mod to rework the game mechanics. Attack trolls were one of the most annoying to work with since their primary counter was actually an AI bug that we couldn't fix.

I totally agree with both of you on the gameplay vs realism point, I was merely making an observation...

Obviously from a balance perspective trolls would be a very powerful unit and to have an easily exploited weakness would render them virtually useless... at the same time perhaps a good balance could be a percentage chance that trolls will berserk after they take so much damage, reducing their defense value but increasing their attack, and when they hit say 10% health make a reckless charge or something? that would make them behave in a more troll-like manner whilst maintaining playability

The problem with trolls is that a few arrows would only **** them off

It would totally suck if it took like 200 archers and a full heavy cavalry company to bring 1 down talk about realistic lol
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  #16  
Old 06-10-2007, 06:33 PM
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I'm generally not a fan of randomness in these kinds of games. I've said this before, and I'll say it again for this forum: if the randomness is noticeable, it's unfair; if the randomness is not noticeable, it's pointless.

In any event, the sample size of the random events (be it inaccuracies in attacks or units going berserk) should be significantly large enough in order that they can be expected to stay close to their average value. This is important so that games aren't decided by a lucky streak. If I flip a coin only three times, there's a distinct chance I could flip heads every time. If I flip a coin three hundred times, that's not a concern.
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Last edited by Darvin : 06-10-2007 at 09:59 PM. Reason: typo
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  #17  
Old 01-21-2011, 07:01 AM
JurassicPork JurassicPork is offline
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Balancing trolls etcwould be extremely difficult but I like the idea of having 'Super' units. Perhaps a build limit on these units would make it a fairer playing field. It would be great to see one of the units enter the battlefiled and think 'oh crap'. Surely having to quickly change tactics and formations to deal with a new threat is what RTS is about? The satisfaction of shifting forces to deal with such a threat and being successful is very rewarding as is unleashing such a unit on an opponents weakest flank and decimating them quickly. Mwuhaahaaha
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  #18  
Old 01-21-2011, 07:30 AM
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I like the idea of troll, but I think too that have very much optimized the ia
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