Sins ship scale is highly abstracted, well it has to be or it wouldn't make sense. The lasers the ships fire at each other would be wider than most towns in Canada if you measure them by the size of thier gun barrels. At the current scale it takes a fighter craft less than 10 seconds to travel from the earth to the moon. The game engine is missing out a lot of things, the most obvious being gravity. Not that Sins isn't fun in its simplicity. Lots of games make a point of being realist
Tamren
I have been suggesting ideas about games for quite a while now. In my experience the short focused discussion will more often produce people that agree with each other but very rarely will create useful information behind an idea. For example, you could say "I wan't magic swords" and everyone else could say "yes thats cool". The developer can't do much with this, all he knows is that we like shiny things, which he probably knew to begin with. A better way of handling this is to have a
It is possible to add complexity to RPS. Try best out of 5 rules. Or even best out of 10. That is what we wan't to accomplish here. Pikemen beat cavalry, unless the cavalry have bows, but then the pikeman have heavy armour and shields, then the cavalry ambush them, but the ground is trapped. See what I mean? There are counters and counter-counters and counters to counter-counters. The point is, one side loses because the other guy beat him. NOT because he lost a simple abstracted game
Edit: This is in response to Iwarmonger of course. Yes. But dumbing down or simplifying the system is not the way to go. You have to have as much detail as possible and simplify it for player consumption . The detail must be there to handle calculations in the background but you can't overwhelm the player by feeding it to him all at once. So by picking out the most relevant information and putting it up front you give them as much as they need when they need it.<
Diamonds. The hardest metal known to man! :P The system described sound slike building blocks. I want a horseshoe so therefore I need a pickaxe to get ore, a smelter to make metal, an anvil and forge to shape the metal. And I need trained people who know how to operate all of the above. This only has to be as complicated as you want it to be but if things are too simple they start to become confusing because things don't make sense. Maybe your smithy might be making horseshoes
A game that you can't lose becomes boring instantly.
Heh neat! Its a pity these avatars aren't retroactive.
I wouldn't mind doing this at all but it depends on what exactly we would be required to do.
I think that if you included spells powerful enough to affect the whole world, you should not be immune to the effects of your own spells. You would have to have to ensure that you were the best prepared player to take advantage of the spells effects. For example, having an entirely undead army before casting a spell that puts every living thing to sleep.
Hey I'm back! Part 2 might have to wait till tommorow because I have to go rake up 9 trees worth of leaves. But I do have time to continue the discussion a bit. There are a lot of good points raised and some of them are things that I slated to explain in the second half. [quote who="hiddenranbir" reply="4" id="1933028"]I think greater focus should be on morale and effectiveness(training) of the troops. [/quote] Yes exactly. Equipment is important for sure, but the knowledge to
My hope is that players will have to balance themselves. Every one of your actions will have a consequence. Plate armour is extremely expensive compared to all other options, its very heavy, rusts, requires constant repairs, and last but not least it must be fitted perfectly to the user. Arming your units with plate armour will then be an extreme feat of logistics. Want dragon mounts? I hope you can feed them. A dragon busy fighting for you doesn't have time to hunt and your wars may
Hate to say this but its just not that simple. If I listed every weapon and piece of armour as you described and explained things piece by piece then the list would be 10 times as long. To understand the specifics you must understand at least part of the whole. Your chart for weapons and armour is waaaaaay off. The performance of armour is not something you can measure in a 0-4 scale. Let me give you can example. You list plate as having superior protection against crushing damage and
[quote who="Tiavals" reply="5" id="1931111"]... which actually means it is indeed real-time. All real-time games work on this concept. It's not turn based unless it actually has turns that dictate what are the limits of your actions, and possibly if the enemy can move at the same time. [/quote] Tiavals is right. Think of combat time as pages of a book that sits between you and your opponent. -Turn based combat systems are like a book full of blank pages. You are free to write
Yes thats right. Basically, we need detail where it counts. Question is how much detail can we stand before we overwhelm ourselves under a hailstorm of our own making? Its quite likely that you could mod in agile unarmoured fighters armed with short flexible spears but how would you make these unique and something more than just poorly armed and underarmoured fighters? Magical agility perhaps? Also elite training of course.
Dwarf fortress has something like this. You can go into the historic archives of a generated world and find the history of specific creatures. The raw data isn't formatted much but it does into very good detail. A dwarf for example might have been kidnapped at a young age and raised by goblins in a dark tower. Humans then come along and sack the tower and raise the dwarf themselves. Later on the dwarf actually becomes mayor of the human town and so on. It goes into suprising detail, it won't
If the diplomacy AI is anything like the one in Galciv2 I predict many magnificent bastard moments. Case in point: http://www.computerandvideogames.com/article.php?id=161570&site=pcg I would have to add the procedural world/culture/people/everything! generation from dwarf fortress. Specifically the terrain generation aspect but the others apply as well.
[quote who="kryo" reply="8" id="1932527"] Heart! Go planet?[/quote] Heh! Any time anyone mentions captain planet I always think of the robot chicken version.
[quote who="Therlun" reply="12" id="1932704"]Reserves are are most vital part of any military engagement, but in almost all games the most effective strategy is to use everything you have at the same time.[/quote] Sometimes it is the only strategy. Normally you should be able to send in reinforcements to a battle and rotate out tired troops for fresh ones. Another part is these reinforcements arriving from other directions apart from "behind your lines". Most games with tactic
Thats what I meant yes. The problem with the My tabs is that they are not localized to each forum.
Before we can talk about fun stuff like spiked flails we need to go over some basics. This is so that everyone involved can work from the same page. I promise it won't be boring and hey, you might learn something. For some semblance of realism as it pertains to warfare in a computer game, you have to understand 3 things: Damage is not just a number, and for that matter neither is Health, Stamina, Armour or Morale. In fact they are a combination of many numbers and no nu
Edit: The main weave of conversation follows the outline in my second post and explains the details of 3 main points. If you don't feel up to hacking the walls of text that is just fine. In between those posts there is much conversation so feel free to join in. Part 1 is the intro and can be found in the next post. Part 2 is now up, conveniently at the top of page 2. It continues part 2 and introduces our mock battle. Part 3 is in post #45 on the
Edit: Said missile instead of missing. Thats what I get for watching war movies as I type :P While your at it, I have a small feature request in regards to the forum. The symbol beside each post can tell you which threads you have read, which threads are new and which have new posts since you last read it. One small thing this is missing is some sort of indicator that shows you which threads you have posted in yourself. Its a very small problem but it makes it easier to follow
From what I gather there are supposedly many pockets of humanity that survive in the world. The problem is in order to expand beyond these liveable pockets that culture must have a channeler within its ranks. So any "neutral" civilizations we find will either be isolated and or maybe backward and contained within a relatively small area. Unless of course they have a channeler leading them as well.
I might not have set the definition of a spear in stone but I did make it overly clear what kind of spear I consider the standard. I really don't get what point of me countering your own point is and at this point of our pointy minded discussion were just argueing pointless semantics to resharpen tired point related puns. Get my point? (D-_-)--D (*_-) However you did give me an idea! I'll make a new post to discuss it.
Dunno about 64bit but an NTFS hard drive is not capable of running dos programs. However DOSBox will stil let you run them.