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Post by Spiderweb on Mar 6, 2015 20:19:35 GMT
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Post by Gmr Leon on Mar 6, 2015 20:58:23 GMT
Hopefully this got out early enough that our feedback will be of some use (for a change). =/
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Post by Deleted on Mar 6, 2015 21:33:02 GMT
Looks interesting. Reminds me of Command and Conquer combat design for some reason.
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Lord Ba'al
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Post by Lord Ba'al on Mar 6, 2015 21:48:16 GMT
If this were a music video, I could so see it turning into a worldwide viral phenomenon.
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Post by Spiderweb on Mar 6, 2015 22:13:05 GMT
Looks interesting. Reminds me of Command and Conquer combat design for some reason. Reminds me of black and white combat.
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Post by hardly on Mar 6, 2015 23:42:19 GMT
This is really interesting and its great to see 22cans put a design document out. Obviously the proof will be in the tasting but it seems a very reasonable way to manage combat.
The good: I like that military units cost resources. Now we'll need all that wheat to sustain our armies so that is cool. Would be good to get some more advanced resources in their for elite units.
The bad: I'd like to see settlements become generic producing multiple professions. The current model doesn't add anything to the game for me. I suppose the only advantage of military settlement is it will force people to think about placements in interesting ways (could just be frustrating but we'll have to wait and see).
A good start 22cans. Keep it up.
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Post by mindless on Mar 7, 2015 3:50:55 GMT
Got to say that Moo's ideas for how to control groups of fighters looks very interesting. I like how it allows you to create formations that stay in order. This also could give rise to a unit routed mechanic e.g. if your group is receiving damage over a certain threshold repeatedly, then you could have the group break apart and scatter because they are in fear for their lives. This could then lead onto a rally opportunity if the routed units observe re-inforcements coming into play (in which case they could fall in behind said units to boost the ranks).
I also like how using the flags allows you strategically move your forces at the same time. even from different locations. This does raise the question though of unit speed. Are you intending for all your units to move towards the target at their full speed, this could cause issues for slow moving units to get left behind. Or are you intending to limit movement of all units to the slowest speed to allow everything to arrive at the same time?
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Post by 13thGeneral on Mar 7, 2015 4:30:54 GMT
Though I wasn't hoping for an RTS system in this game - as I have an affinity for the original chaotic organic feel of the battles - the combat stuff looks interesting. Although I'm still hoping for more "influence " based game features for the civilization, too.
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Post by Deleted on Mar 7, 2015 4:52:36 GMT
Though I wasn't hoping for an RTS system in this game - as I have an affinity for the original chaotic organic feel of the battles - the combat stuff looks interesting. Although I'm still hoping for more "influence " based game features for the civilization, too. I agree somewhat, yet I have to admit, if this fleshes out to be the basis of an enjoyable PC-centric design, I'll be smiling from ear to ear. On the other hand, if this is yet another watered down endeavour designed to copy/pasta over to the fruitpads, it might prove vexing.
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Post by mrdrpink on Mar 9, 2015 11:58:21 GMT
We'll be putting a video together a little bit later this week about the combat design, would anyone like to ask Furious Moo any questions about this document?
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Post by Deleted on Mar 9, 2015 13:39:59 GMT
"Hope" to see originality into that combat system, looks atm like Preatorians, or BFME2 or even C&C combat system(already seen). Is it going to work with that paper, rock, scissor "law" as well? Another notice, it seems there's not so much space on the game field to create such "epic" combats, isn't it?... with those trees or cliffs all around.
Some breed of followers could have specificities such as magic, immunity, or one could use some specific elements(wind, fire, earth(rocks) for combat. Hope it's going to save some click and drag also. :/
Good luck with the elaboration...
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Post by mindless on Mar 9, 2015 15:19:18 GMT
I'd ask moo if there will be any chance that our god could participate directly in battle, e.g. manifesting an avatar within the world, something like like this ... Warhammer Eldar Avatar
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Post by rubgish on Mar 9, 2015 15:47:25 GMT
In terms of questions to ask: - Is there any intention of having current god powers interact in special ways with your own troops? For example if your followers fight on beautified ground they get a temporary boost to hitpoints.
- For enemy warbands, is there anything to prevent me from squishing their entire army with just one meteor?
- Is there any notion of unit experience or leveling up, so that it's not just purely about numbers for who wins a battle?
- Are you planning to add any special god powers to be used in combat?
And this is more a general question for anyone who reads this, but is there a list of hotkeys anywhere? Also an option to turn on displaying hotkeys on the PC version would be super nice.
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Post by Deleted on Mar 9, 2015 16:58:37 GMT
How will the combat system evolve in later ages? I mean, combat system should differ by Age. I don't think formations have been very likely in Stone Age. Maybe in 1850, but later they would change again. Is this system able to show differences between the ages or is there no more intent to add the other ages?
Until now it looks like a simple kind (i am sure it's not simple in programming - Pavel) of unit movement system for a simple kind of f2p mobile game. My opinion might change with more information about the system. I am sure, everyone working on Godus right know has the best intentions and wants to make it as good as possible under given circumstances, but for me it's more or less needless to work on those small changes/systems if the core of the game is in a disastrous state, like it is.
For the moment: It's better than nothing. But if it were in the game right at the moment, it wouldn't make me play the game more likely than without the combat.
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sjoerd93
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Post by sjoerd93 on Mar 9, 2015 18:42:11 GMT
Until now it looks like a simple kind (i am sure it's not simple in programming - Pavel) of unit movement system for a simple kind of f2p mobile game. I literally don't know any RTS that I enjoyed with a more complicated movement system than this. This is pretty much the usual way to implement unit movement. Heck, the entire AoE series have a much simpler implementation than this. Same could be said about the entire C&C series. (At least the part I played. I did not really play most games released after the generals) Saying this is a movement system for a f2p mobile game is quite unfair imho. In that case I could give the same criticism to nearly all of the RTS games.
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Post by Gmr Leon on Mar 9, 2015 19:25:56 GMT
Until now it looks like a simple kind (i am sure it's not simple in programming - Pavel) of unit movement system for a simple kind of f2p mobile game. I literally don't know any RTS that I enjoyed with a more complicated movement system than this. This is pretty much the usual way to implement unit movement. Heck, the entire AoE series have a much simpler implementation than this. Same could be said about the entire C&C series. (At least the part I played. I did not really play most games released after the generals) Saying this is a movement system for a f2p mobile game is quite unfair imho. In that case I could give the same criticism to nearly all of the RTS games. Maybe they're referring to the default banding together? In other RTS games you'd normally have to assign them to a group and otherwise would have to reselect them as a group each time, otherwise you'd be selecting them one by one. This system (similar to Black & White 2) skips that individual control for a troop/warband control, which also isn't too unlike the Total War series, albeit with far fewer units/groups involved. Edit:
By the way, mrdrpink, you're picking up questions from here and Steam, yeah? I kinda query-bombed this over on Steam, so not sure if I should copypasta over here or not.
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Lord Ba'al
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Posts: 6,260
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I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
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Post by Lord Ba'al on Mar 9, 2015 19:48:04 GMT
Question: Can the design team make a music video of the astari doing the macarena and have the lyrics sung in astari voices?
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Post by hardly on Mar 10, 2015 7:22:08 GMT
Question: Can the design team make a music video of the astari doing the macarena and have the lyrics sung in astari voices? Well apparently the artists don't have much else to do so I think they should definitely focus on this.
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Post by Deleted on Mar 10, 2015 9:52:13 GMT
Until now it looks like a simple kind (i am sure it's not simple in programming - Pavel) of unit movement system for a simple kind of f2p mobile game. I literally don't know any RTS that I enjoyed with a more complicated movement system than this. This is pretty much the usual way to implement unit movement. Heck, the entire AoE series have a much simpler implementation than this. Same could be said about the entire C&C series. (At least the part I played. I did not really play most games released after the generals) Saying this is a movement system for a f2p mobile game is quite unfair imho. In that case I could give the same criticism to nearly all of the RTS games.
As i said - "until now it looks ..." - for me it looks like a way to let battles with 2 - 8 Units look like there were hundreds of units involved.In this system (with all information i have right now) the single follower is only a health indicator for unit health. Maybe i will be surprised and we get battles like in Total War but i don't think we will see that much units and such tactical depth on Godus screen. So what do we get then?
No tactical depth and few units -> for me that's a simple combat System ... and i can't see how it will work in later ages. As i said, if they are planning much more i couldn't see it in the design doc and i can't say something about what i don't know.
And it couldn't be unfair to say it is a movement System for a f2p mobile game, because that's what Godus is, even if it will get the most complex movement system in history of video games.
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Post by rubgish on Mar 10, 2015 11:37:33 GMT
I literally don't know any RTS that I enjoyed with a more complicated movement system than this. This is pretty much the usual way to implement unit movement. Heck, the entire AoE series have a much simpler implementation than this. Same could be said about the entire C&C series. (At least the part I played. I did not really play most games released after the generals) Saying this is a movement system for a f2p mobile game is quite unfair imho. In that case I could give the same criticism to nearly all of the RTS games.
As i said - "until now it looks ..." - for me it looks like a way to let battles with 2 - 8 Units look like there were hundreds of units involved.In this system (with all information i have right now) the single follower is only a health indicator for unit health. Maybe i will be surprised and we get battles like in Total War but i don't think we will see that much units and such tactical depth on Godus screen. So what do we get then?
No tactical depth and few units -> for me that's a simple combat System ... and i can't see how it will work in later ages. As i said, if they are planning much more i couldn't see it in the design doc and i can't say something about what i don't know.
And it couldn't be unfair to say it is a movement System for a f2p mobile game, because that's what Godus is, even if it will get the most complex movement system in history of video games.
It's an entirely standard way of forming units & moving troops for an RTS game. Just because it works on both mobile and PC doesn't mean it's somehow a f2p mechanic. I mean it's almost identical to how warhammer 40k unit movement worked (form squads of ~4-12 of the same type of unit, then proceed to move squads around). Hate on the bits of the game that are actually bad, not on literally everything they produce. It's not helpful nor is it productive to just call everything bad regardless of if it is or not.
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