Frogboy

Frogboy

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The plan for F1 is to cycle through idle engineers. We also plan to add engineers to the empire tree so you can see who is idle where. We are also looking at adding engineers to the mini map.

20 Replies 51,621 Views

It is something we are concerned with as well. It is, in fact, the hottest topic here. We want to convey useful on-screen information but we don't want the game to look like some grognard tabletop war game. There's a delicate balance involved. Definitely post your feedback and suggestions on this.

25 Replies 59,709 Views

[quote who="KaneTiberian" reply="25" id="3588283"] I've finally decided to try the game and, while it's reasonably fun and not even too click-intensive, my eyes now bleed from numerous attempts to find my army on that tiny minimap or completely data-blind main viewport. Grand scale RTS must have an appropriate info and navigation tools, and that's what Strategic Zoom made for. Don't know if the new spacebar overview can get the job done - TA: Escalation mod have

131 Replies 670,606 Views

Over the coming months, the situational view of the world will evolve based on player feedback of its use. Even in the current build, it should be clear why a Supreme Commander style strategic zoom wouldn't work. The maps are so much larger that it just wouldn't work. What we ultimately evolve it into and how we get to it remains to be seen. The problem with posts like this is that it indicates a pre-bias towards a particular implementation out of a

131 Replies 670,606 Views

Zooming out to a map full of icons where people play the game as icons is not a viable commercial game strategy. So now, we won't be doing that. However, in next week's update, we will have the first pass at the situational map where the player hits the space bar and it brings up a map of the world with what is happening on it. It will evolve over the next few months. See the Sins of a Solar Empire strategic zoom concept to get an idea of what we'd be i

131 Replies 670,606 Views

Does the game have good macro mechanics I tend to like to take over the map I prefer RTS's the reward long-term investment for mid/late game rewards I like units that reward intelligent unit composition. I think late game should allow players to quickly clean up their opponents (exponential late game advantages) I tend to play 1 on 1 competitively Yes, more units 15 minutes minimum. No more than $5 <

16 Replies 127,127 Views

Greetings! Below is a partial list of units from various games. It is, by no means, complete (No Brawler?! in TA? No Raven in Starcraft?). The idea here though is to look at how different games approached making different units feel unique and what Ashes can do to make sure its units have very clear, distinct purposes. <col

11 Replies 44,510 Views

Greetings! Here are some questions on game modes for ya: Do you prefer to play 1 on 1 vs computer? 1 on 1 vs a human 2 humans vs. 2 computer 2 humans vs. 2 humans? Free for all (3 players or more) 3 humans vs. 3 computers 3 humans vs. 3 humans? Thanks!

14 Replies 37,212 Views

A few questions on maps: Would you prefer randomly generated maps or a handful of well known maps? Would you prefer the default to be unexplored maps or pre-explored? How would you feel about an option where the map is unexplored but any region you are in and all adjacent regions automatically become explored? Do you prefer smaller maps (30 minute games) or huge maps (multi-hour games)?

10 Replies 31,809 Views

Greetings! The Founder's program will be coming to a close in the coming weeks so this seemed like a good time to get the gang here together for introductions. Please tell us a bit about yourself, what you want Ashes to be like and some other games you enjoy playing. Thanks! As for me: I'm Brad Wardell. I'm the lead designer of Ashes of the Singularity. I am looking for an RTS that has massive scale (so that I feel like

11 Replies 60,648 Views

We plan for the Substrate to be able to have actual SupCom like shield units. The Post Humans are planned to have a PROJECTRED shield system (i.e. global special ability). I like the idea of shields and enjoyed them in SupCom. As for Artillery, indeed. THough the question is, should this artillery be from a UNIT (the Artemis is an artillery unit in effect) OR should it be from a building? More to the point, in what way is the Artemis failing at being a compelling

18 Replies 24,711 Views

[quote who="tatsujb" reply="30" id="3586593"] Quoting Frogboy, reply 29 Nope. Please don't do this. TT_TT I think this won't go down well with about 90% of the community. you've really no reason to do this other than puerility. [/quote] Nonsense. &nbs

51 Replies 89,146 Views

[quote who="MajorDespair" reply="6" id="3586455"] Thanks for re-posting the lore of turinium, Frogboy. In the campaign, will turning the planet(s) into turinium give the player more strategic options to use? [/quote] Yes. In the Missions, you will slowly gain access to more and more capability as accumulate more Turnium from other worlds.

14 Replies 100,047 Views