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#21
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Are we still talking about walls? I feel fine about letting people spam walls like in BFME2. Sure they looked crappy but it let players have some customization and that is the most important thing to me.
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#22
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If a mainly Minautar race is added later would be fun and characteristic to make have build your own walls, allowing for a maze to be greated. AS for other races makeing wall, upon wall, upon wall, it would make turtleing way too powerful. Just immagine running out of ammunition for seige weapons before you get half way threw the 15 walls the player has placed.
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#23
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im sure you could find more rocks or bring up the seige towers/ladders
remember you not limited to trebs |
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#24
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That's why I proposed the "design in some kind of option off main menu" where , like the CaH system in ROTWK, you design it to whatever extent you want but depending on what you use, it'll cost you.
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#25
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Yeah I agree with that. As long as there is a bit more diversity.
__________________
"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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#26
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Whoa whoa... We can't build our own walls?
Taking away that, takes away from the entire point of city building, that being a point within all RTS games, and that is making something your own. Making a standard template that falls in place with a click of the mouse just seems rather... bland. With every moron who builds a utilitarian nightmare, you still have alot of people who put time and effort into things, designing recreations of edwardian fortifications, motte and Baileys, even pentagonal designs. While I understand the points of, overpowered and illogical fortifications being built... I'm sure there could be a solution within scripting. And further I Like the idea mentioned about adding in some kind of editor within the game itself, where you design the fortifications with limitations on design, so that you Must stop at a point, to prevent the construction of overpowered tower spamming. I would say that would work quite well. Maybe further have a limit on stone, or have a required time for construction. Because we all know how much time is an issue. So if you build a massive fortification it will take 20 minutes to finish. And by that point your already being bumed by your oponent who has a sleeker design on everything. The main problem I've always seen is range anyway. You build a seige engine, sit it at the Perfect point so it's In range of the tower, and out of range of anything to stop it, and knock it down at a weak point. Don't make range so specific, don't make accuracy over distance that good... all these things have been done before in other games. Last edited by ash12181987 : 06-30-2008 at 02:51 PM. Reason: Ellaboration was needed. |
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#27
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Quote:
Plus the weather will affect the accuracy too, bright and shiny weather=Nice accuracy. Rain and windy weather=Useless accuracy so id say accuracy will be nicely balanced
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#28
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I bet the accuracy will be nicely balanced...
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#29
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Yes Everyone, understood.. balance in accuracy (With weather and 400 other factors involved). I'm just trying to find an answer for Why wall construction is forbidden, even in Single Player?
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#30
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Like Puppeteer and Ash have said, I think there needs to be a number of templates that one can choose from, otherwise the standard template will be just too stringent and allow for one set of strategies only. Allowing a template system (with buildplots still included in-city) wouldn't be as farfetched an idea as just allowing free building of walls wherever one desires.
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