Friday, April 13, 2012

Video Blog #30

[:1]The Facebook Link
The YouTube link
Stuff that happened:
  • CT will turn 44 on the 4th.
  • Intern at GPG working on development (modding/mapping) tools for the community.
  • Plan to release tools after game ships as download from website.
  • Brian works on top secret stuff.
  • "That's my scotch."
  • Wall work. Walls looking right when attacked by melee units, units getting stuck between walls, and walls need to fit together with towers.
  • CT listens in on map design discussion.
  • CT tries his hand at concept art.
  • G4 interview with CT.
  • Discussion of economy system and strategic choices.
|||Image|||Haha, in this blog, it really seems like he just goes around and bothers people. At least we get to see more of the game!|||Its ma' lunch
Its ma' scotch
It's ma' chicken
And we're low on nuts!
All we need is horses-biting-CT, laa la la la!

sdk tools semi-confirmed is nice to hear, and nice to hear about the problems of drain vs lumped economy.|||re1wind|||Well he never explicitly talked about the drain economy. The examples he gave, save up now for better troops later, could also be applied to the lump eco, but the fact that he said it would take away strategic choice would indicate that he favors the drain eco.|||OrangeKnight|||My biggest negative from that blog is really a swordsmen chopping on a wall, i think walls should force the opponent to get siege equipment.
Otherwise walls will get either spammed for being to cheap, or they will be completely worthless since every unit in the game can kill them.|||Peacebreaker|||No Jessica. I has a sad.|||sanman|||chosan|||Peacebreaker|||Quote:|||Be cool if soldiers could eventually bring a section of wall down but if they did it crumble on top of them and killed them all, thus making it possible but undesirable.|||re1wind|||Just make walls have such a high number of hitpoints that swordsmen would be impractical in taking them down. If swordsmen did 20 hp of damage per attack and a single wall section had 500,000 hitpoints, then swordsmen would be pretty ineffective. But then a siege weapon could do 20,000 damage per attack and be so inaccurate that only walls will be hit effectively, then they will be far more effective at taking down walls while not being OP vs. units.
By the way, swordmen could just start chipping away at the wall using their swords as chisels. Maybe they could start trying to tunnel underneath the wall.|||X-Cubed|||Which is why I recommended the insane amount of hitpoints. It will be practically immune to non-siege weapons without resorting to armor types and whatnot.
I have an idea to solve this problem, but it will affect the whole game. My idea is that instead of hitpoints, all units will have an armor value. All weapons will have a power value. If a weapon's power value is above the target's armor value, the target is destroyed in 1 shot. If the power is equal to the armor, then it takes 2 hits to destroy, the first hit crippling the target. If the power is less than the armor, the target is immune to the weapon. So if the swordsman/cavalry/archer has a power level lower than the wall's armor level, then their attacks will do nothing. But siege weapons will have a power level equal to or greater than the wall's armor level, and will easily destroy it. It will also 1-shot any other standard unit, but will have low accuracy/RoF to prevent it from being overpowered. I think Men of War has some system like this.|||X-Cubed|||Walls and Siege Engines are a good place to stick armor types IMO.
Walls still get lots of Hitpoints, but hte damage from siege engines get say double or triple damage agasint walls and still don't one shot things like legendary units and such.
Mike|||Swordman: 20 damage, 0 damage to walls, 30 damage to unarmored infantry, 15 damage to cavalry, 5 damage to non-wall structures, 15 damage to siege units.
Trebuchet: 50 damage, 5000 damage to walls, 3000 damage to structures.
Lance-rider (cavalry): 30 damage, 0 damage to walls, 60 damage to unarmored infantry, 45 damage to cavalry, 6 damage to non-wall structures, 25 damage to seige units.
This is what I want to prevent. If I use 1 armor type for walls, why can't I use an armor type for every unit in the game? It would be more realistic to have all these armor types, but not user-friendly.|||X-Cubed|||Make non Siege and nonexperimentals simple unable to attack walls. It also worked great in Rise and Fall.
Or make only stonewalls unattackable by non siege units and woodwalls attackable by all melle units (arrows could not really hurt a wall)
That's what I would say.
For the Kingdom!|||What if the soldiers have magic weapons or there is an active mage spell that gives nearby units structure damage.
And why should hundreds of footmen destroy a wall in seconds? It sounds like if ten builders can build a house in a month then a thousand builders will build that same house in eight hours. There is limited access to a given point in the wall that should prevent too high dps.

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