@Frogboy: Awesome! Looking forward to how that will turn out. [quote who="jawa105" reply="5" id="3585424"] As for the turinium generators...I don't like the victory point ending but I also don't like turtle problem it would probably create. The generators currently function as a way to force player engagement instead of turtling. However I'm not a fan of the current victory point system either. I am interested by possible uses for the generators as boosts for base pro
MajorDespair
[quote who="jawa105" reply="7" id="3585420"] Since the latest patch my micro and attention has been freed up to notice that the simple strategy of throwing units isn't going to cut it anymore. Now that resource gen comes prebuilt and smarty systems are...well...smart, the unit composition and delegation of forces is a necessity to win on any AI above Normal. I was originally not in favor of prebuilt resource collection but I've found the game more enjoyable now because of it.&nbs
Thanks for the reply Frogboy! I figured you guys were far enough along to pretty much know where you were going to end up, minus a few changes that wouldn't be to complicated (unlike some of the things in my post). @ tatsujb, sorry for the misquote and thanks for pointing that out, I will have to pay better attention after I post. I have no idea why that happened. Operator error I am sure. [quote who="jawa105" reply="5" id="3585424"] You mentioned logistics, and you m
[quote who="tatsujb" reply="2" id="3585290"] that's assuming they would still be there in the first place and that's a false assumption in my books. why would they it's not as if you can't remove them from the map or something crazy. [/quote] I have no idea what the devs plan to do. But I think victory points is a mechanic that is already in the game and it happens to be tied to turinium which is fundamental and core to the game lore and play. Also victory po
Thank you devs for everything you have done with this game so far. It is really starting to become fun to play and this is still PRE beta! Pretty awesome. Now with that said, I know (and really hope) that the game will become unimaginably better. And with that I will put a couple of my .02 cents out for ideas of possible game development. A lot of these ideas and suggestions would probably more suit the single player wars and campaign, but I think some of them wo
yes, it is starting to be fun now. I would really like an option to play without victory points though. Thanks
[quote who="shurtugalll" reply="1" id="3581087"] 1) Adopt a zoom function similar to what R.U.S.E had. As we zoom out, individual units "morph" into a bigger single unit (representative of all those units). More units equal a bigger stack. I could see this working when you have armies with t3 in them, where you could zoom out, and you would just see your big t3 ship. When you hover your cursor over this unit, you could see its exact composition (like a fleet
[quote who="ForNein" reply="4" id="3581076"] I use a Titan X so I'm not real concerned about a GPU bottleneck at this point. I do have a 5820K though and am wondering if my move to extra cores, albeit slower ones, will pay off or if I should have just grabbed a 6700K instead. [/quote] If I remember correctly, it is the nitrous engine from oxide that uses more cores for better performance and efficiency as opposed to faster single threaded performance. I believe it was al
i7 4930k, R9 Furry X 4GB x2(crossfire), Win10
Based on what the Post-Humans are supposed to be....you might be on to something. It would definitely make a beautiful theme for a very advanced rts game.
[quote]Because in the long-term we expect (as the hardware gets better) to have maps far beyond even where ships in 1.0. We want to use 1.0 as the time to come up with another way to zoom out and get an abstracted view of the battle field. Turning individual units into icons won’t work because we’ll be dealing with thousands, possibly tens of thousands of units. We will have a zoom out mode (or secondary monitor support) for a war room where the
[quote]1. Seed and other structures upgrades. [/quote] yes... never enough upgrades [quote]2. Region outposts + defensive structures for each region and maybe a research structure by region. [/quote] um...I hope no building caps for defensive/research structures. Now, if it is a special or unique building/structure (with it's own special/unique abilities)to that specific region, or for any regions, that would be awesome. [quote]3
Frogboy, I totally agree with auto-casting however, we need adjustable parameters for when/how we want our units to use said ability when auto-cast is turned on. And I agree with these comments:[quote who="ASADDF" reply="32" id="3578980"] I Think some special Units in AOTS need to have Passive Special Abilities (always on), but to get them you need to do research on them, a unit that have 2 cannons early in game, by researching that unit will get a third cannon and if you further
Awesome!!! Thanks Stardock and Oxide! I like 1,2, and 3. 1. Would also like an option to make defenses extremely strong(turtle mode or take and hold). 2. Would love an option to steal the other factions tech/research and capture their buildings. 3. [quote who="eviator" reply="3" id="3579264"] Game speed: how fast everything happens per unit of time. What we see is the alpha could be normal. Slow everything down (units, building speed, resource accumul
Personally, biggest maps are my favorite. The only games that got big maps right though, was supcom and wargame. And if we are not going to get a bigger zoom out, massively huge maps that have one funnel/choke point for half of the map so that I can keep track of whats going on.
I concur with almost everything in AoWFever's post, except... 1. I had one DX11 crash. 2. I have had the middle mouse angle button not work. 3. I have had the mouse/camera lock on to units, don't know if I accidentally hit a hot key for that, it eventually went back to norma &nb