I fear infinite upgrades will lead to situations where the teams just spend all their upgrades on damage/health in a neverending race. At some point it's more interesting to reach a cap, and then spend your tech resources in more interesting ways. I remember playing some custom Starcraft maps with infinite upgrades, and it was always a chore to keep up with that one opponent who had 15 attack power upgrades.
SolarVengance
[quote who="Ticktoc" reply="9" id="3599399"] You could just have it that newly created units have the upgrade and the old one's already in the field don't. I don' think there is anything wrong with that. It could even be seen as a positive. [/quote] This whole post is about how important it is to be able to learn at a glance what capabilities you and your opponent have. This kind of staggered upgrading would do the exact opposite of that.
[quote who="tatsujb" reply="7" id="3599380"] Quoting AoWFever, reply 5 I'm going to go the opposite way on the drive-through upgrades idea. There is enough micro already with the scale of the game the devs are aiming for; and I think drive-through upgrades forces an unnatural break in the flow of the action. I guess pl
I don't like the "upgrade facility" idea either. Every other RTS ever has had instant upgrade of all units on the field when it hits. It's more interesting to have higher tier units locked behind some kind of tech unlock. Honestly, the most interesting aspect of Sins of a Solar empire is the upgrade tree.
Another game to look at for interesting upgrades is Grey Goo. They allowed you to get one of three upgrades for each of four different sections. (12 upgrades each faction) Each upgrade gave you a specific advantage, but left you unable to get the two other techs in that section. These techs gave specific unique abilites like: * Letting anti air shoot ground * Increasing rate of fire, but decreasing damage for artillery * Turning one tank from anti
Agreed on all points! Especially the fact that there is no tech tree makes scouting pointless. Just have your factory pump out a balanced mix of all units and hit repeat. The likening to a MOBA is quite accurate. Except there is no interesting hero to micro manage.
Well, at least the styles should at least match. Either you have realistic units + realistic terrain(Company of Heroes), or cartoonish units with cartoony terrain(Starcraft)
I would LOVE them to actually make the terrain more cartoony, to fit with the units, not the other way around.
Hm, clustering the icons like annotations in google maps might be a good idea. As you zoom in, the icons split up into their constituents, until you reach a level where the icons are hidden completely. I like this idea. It does require constant re-computation of which units are in which area, but that information should probably already exist if there in pr-unit collision (OC-Trees).
Yeah, icons like in SOASE would be good. Very easy to see unit type composition and position. It's a tough pill to swallow though, as it renders the 3D models nearly pointless. Can hardly remember playing SOASE at a zoom level where the icons were not visible.
One of my main gripes right now is how hard it is to see units on the battlefield. Especially from a high zoom level. Would it be possible to add an edge shader with a thin colored outline on each unit as you zoom out past a certain point? Alternatively, create colored polygons/splines that encompass each "blob" of units on the map.
This was my initial reaction as well. I assume the terrain graphics will be upgraded, as the terrain looks like a game from early 2000s.
What I'm most pissed off about how we all predicted this and they still released the game early. Even closing my, in Brad's own word "Obnoxious", thread asking why they're rushing the game so. "[Stardock] has taken a critical hit to their [Reputation] and suffers [90] damage."
It's just a bit confusing that there is a build icon when you select the resource. It should instead just show the available types of buildings you could build at it right away.
These concerns are the exact reason I started a thread about how they were rushing this game too much. The thread was closed for being "Obnoxious". Yes, the game might be an awesomecake and three quarters in another few months, but games that are released in an unfinished state usually get righteous slaughter in the games press. As a pre-order'ee I'll happily wait a few months till things get fixed. I'm just worried that initial bad press will scare customers away that otherwise
[quote who="Wintersong" reply="6" id="2699135"] Quoting ddd888, reply 4i dont get what its hard to understand a peasant has some hp some attack some defense what do you think it is for? Farming?[/quote] That's a reasonable thought actually. Should be "Town Militia" or something.
Barracks have huge underground caverns dug for the soldiers to frolic in. Don't you worry about your soldiers' comfort. In all seriousness though. Yes. I agree with you.
I think I'll contribute to this list: * A unit that has been scaled so it obscures several tiles still has to be selected by clicking the small tile the unit is sitting on. I know you might not have mouse raytracing /picking on your 3D models, but rather the tiles in the grid system. This might make it hard for you to change this. You could however implement a bounding-circle of sorts. * I don't know if you are already adressing this issue, but when you select a city you canno
Fixed unit size please. If you are adamant in your dynamic unit size please fix mouse picking of that unit so that you select the unit when you hit it's enlarged model. You still have to hit the square the big unit is sitting on as it is now, which kind of defeats the purpose.
3D map, but not because it's the most practical. I remember always zooming out in Sins of a Solar Empire. You almost never played the game at a zoom level where the 3D models were visible.
Translation will be possible to pull off, but will probably require loads of work since it would mean replacing all english text inside the xml files. I'm certain dedicated modders will create their own translations and release them.
[quote who="Ziktur" reply="13" id="2689125"]you have to destroy the spiders nest...[/quote] Problem is, you need adventuring lvl2 to do that. I didn't have time to get research going at all. And besides, since my city was practically bordering to the spider-nest the spider spawned inside of my city somehow and killed it without me noticing that there was anything amiss.
I am a software dev myself, and have been watching this game eagerly since the very first beta. I have had crunch-time where I sat 40 hrs straight to finish a game I was making for a school assignment and seen what miracles can be done in such a short time with a focused mind and high motivation. The game turned out great, but it had WAY too little content, and was shallow on the gameplay side.I had spent most of my time creating the framework for moddability an
[quote who="Annatar11" reply="1" id="2688720"] Am I missing something? The tons of other posts like this. It can't get delayed.[/quote] Source?
I know you have to hit the August retail spot, but we all know what code quality comes out of crunch-time. Why not just take a chill pill and delay until Feb? I just can't see how you're going to have a game fit for release in August. Am I missing something?