Frogboy

Frogboy

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Great questions. Thanks! Re Transport units. We had one early but it didn't work well with the way the maps play out. We've shelved it post release so that we can rethink how they will work. What we may end up doing instead is turn our flying transport unit into a unit that can call in reinforcements that teleport in. But this has to be done very carefully. On paper, it's all fun. But when you're trying to wage a planetary wide bat

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We used logistics to great effect in Sins. Infinite turtling is NOT something we want to encourage. Turtling is a valid strategy to a degree (fortifying regions and such). In our internal build, we've modified the logistics array to provide a lot more logistics so that you won't be building very many. We are also entertaining the idea that controlling regions may directly increase logistics. Rather than look at the issue of logistics on its own, it mi

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[quote who="bwort0071" reply="9" id="3578476"] Hi! Will the new founder version support DX 12 and will the graphics still be downgraded? Best regards [/quote] Yes. DirectX 12 and DirectX 11 (and Mantle) will be supported in the next update.

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[quote who="AoWFever" reply="8" id="3578427"] So far we have arid and temperate environments. Are others planned and, if so, what kinds (barren, winter, tropical, etc.)? Given the scope of some of the maps you are planning, will large maps feature multiple types of environments (e.g., snow to the north/south, desert/temperate in the middle, etc.)? I feel like this would help set AoS apart from other RTS games. Have you considered any kind of "conquest mode",

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[quote who="booster101" reply="6" id="3578402"] that total turtling shouldn't be possible on most maps because of too many ways for the army. But if you make a map like SupCom's 'Seton's Clutch'; Players WANT turtling there. You really should increase the amount of power you gain for a region AND the amount of logistics per logistic slot [/quote] <img src="http://content.screencast.com/users/draginol/folders/Jing/media/f73f547b-d0ec-4268-90

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[quote who="eviator" reply="4" id="3578306"] Awesome, can't wait! So wait, the AI is already strong enough to beat you consistently without cheats? That is impressive. 1. Are you envisioning "additional resources" to be buffs/abilities that you get as long as you control the area, or buffs/abilities that you need to recapture from time to time MOBA-style? I kinda think both might be cool. 2. In the current alpha you can click a T2 or T3 unit and reque

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[quote who="NihilRex" reply="3" id="3578289"] For strategic zoom - How about a heat-map style display? Among other things, this would look a lot like WW2 movies, where you have a Red-Blob and arrows pointing at a Blue-blob with little castle icons... [/quote] This is what we're thinking too.

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Great feedback. It's fine to post here too. It'll be in early access in a few weeks and we're taking founder feedback very seriously. Re zoom out level: This is the current zoom out level. Beyond this we have some sort of abstracted view of the world. Re Id

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On Expert and Insane they get a handicap bonus (their resource collection is magnfiied). But otherwise, they're playing the same game you are. No free units. No free spawns. No free buildings. Re ability auto casting. That remains to be seen. Ashes has a pretty big advantage over Sins in the sense that Ashes has a multi-core AI while Sins was single threaded.

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Actual AI is now in the build along with desert environments. We also have time of day in now. Sorry for no new builds lately. We have a DirectX 12 version now but we've been asked by several parties to hold off until some new driver releases come out. It also has a benc

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[quote who="wsad-qe" reply="118" id="3576808"] Have to say, these sort of illusions of grandeur and arrogance, coupled with "hey, happy to receive feedback, but we know better, and we'll actually be doing wathever we want, not what you, our customers and target for the game want" make me a little nervous. Fingers crossed still. [/quote] Seriously, if you're going to be nasty then find another forum. We want to hear feedback. What we don't

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Zoom in on a new unit: This is the Apollo. One other thing is that each unit gets dirt and grime over time and also shows damage. We're trying to decide how they should look right off the bat because they could so much better with some grime on them. This screenshot is one right out of the factory

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That's about the same number of units as Starcraft has. The strategies involved will depend on making sure these units are substantially different (Which right now, they're not). As strategies develop, more units will come into play. But it was never a strength to have robotic vs. vehicle versions of the same units in TA/SupCom. In Total Annihilation, for instance you had a very finite # of actual units: Flash tank Samson

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Greetings and another welcome to the sausage factory of game development! In no particular order here is this month's topic news dump: Random-ish maps We plan to open up the Ashes map editor to Founders. We don't plan to make it available for regular Ashes players (Except maybe as DLC). You guys will get it though starting next month. We are going to be looking for founders to create and share maps so that we can

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