![]() |
Re: 2 Things this game desperately needs
Quote:
About unintended consequences of disbanding: only if you use stupid function. Chaff is pretty weak and unrest-disband function should count it as such. There could be other factors, too, like hostile dominion decreasing unrest from disbanding (on the grounds that hostile population is able to deal with marauders by themselves... to a degree). And so forth. There could be other, annoying effects of disbanding, too. Soldiers disbanded in a province adjacent to enemy province... could join the opposing side in quest for money ! This would fix chaff convoys for good. |
Re: 2 Things this game desperately needs
Quote:
Mercenaries are an interesting idea, but the teleportation issue should probably be dealt with at some point -- mercenaries wandering from province to province looking for employment, say, rather than manifesting somewhere at a player's whim. A group that organized itself as a mercenary company, however, should have a greater chance of remaining as a cohesive unit -- either looking for employment together, or doing the whole 'slaughtering the locals and setting themselves up in charge' thing that occasionally happened. |
Re: 2 Things this game desperately needs
Vectoring... yes, would be nice. Thought it'd be easy at first, but then realized I was ignoring supply and similar issues.
Hm. It's theoretically easy in the basic case, but if we start throwing in constraints like "don't choose routes that cause starvation because multiple groups chose the same intervening province", it gets harder to optimize. Not only do different groups of commanders and their troops move at different speeds in different areas of the map, and they only impact supply when they're actually in a specific node. Relax that constraint, work more on a capable UI for it than multiple-simultaneous-pathing (so that it shows the routes that the armies would take and when they'll arrive, and lets the user adjust the waypoints if the thinks that there'll be supply problems, an excessively tasty target for an army-blasting spell, or a move through a province that seems to have a hidden unit-hurting site) and maybe it's doable). |
Re: 2 Things this game desperately needs
Quote:
|
Re: 2 Things this game desperately needs
Some of us actually enjoy realism. Would you prefer a game which ignored morale, fatigue, maintenance, inaccuracy, friendly fire, the ability to do pre-battle order assignments... like nearly every cookie-cutter RTS out there?
|
Re: 2 Things this game desperately needs
Quote:
-Max |
Re: 2 Things this game desperately needs
Weren't employed soldiers quite keen on rapine and pillage in mediaeval times too? I don't think making them unemployed would necessarily dramatically increase this.
|
Re: 2 Things this game desperately needs
If you make disbanding cause unrest all that will happen is people will either not use it or feel forced to move all their guys to one sink province in order to disband them. Is that realistic? Is that fun? Does it satisfy the people who are asking for the disband command in the first place? No on all counts.
Dom3 isn't even a realistic game. It's far more arcadey that a lot of 'risk' inspired strategy games. I mean this is a game with simple recruitment, economic, political, religious, diplomatic etc systems. If you want extra annoyances based on 'realism' then feel free to roleplay that your commander got drunk that day and failed to lead his army to attack or that your troops are unable to march during winter due to a lack of adequate blankets, or that they'll all go back to tending the crops during the summer. Why should everyone else be forced to deal with extra pointless micromanagement? |
Re: 2 Things this game desperately needs
Quote:
There are a lot of nice things you could do if you could write .h files from a standalone app. External AIs for one, which would also let you set a player to AI temporarily and then come back as a human. Imagine a scenario where the AI fights until your dormant pretender awakens, and then you have to clean up the mess... -Max |
Re: 2 Things this game desperately needs
Quote:
|
All times are GMT -4. The time now is 06:25 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.