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Re: [Human-beings-discuss] primary resources


From: dams
Subject: Re: [Human-beings-discuss] primary resources
Date: 17 Apr 2002 13:55:05 +0200
User-agent: Gnus/5.09 (Gnus v5.9.0) Emacs/21.1

Guillaume Cottenceau <address@hidden> writes:

> dams <address@hidden> writes:
> 
> > and 50000 miles distant. BTW, this reminds me something I wanted to add:
> > The units could use energy. e.g. : you have to rest if you walk too fast, 
> > you
> > need oil to refewl your army, and you need to repair the vehicules when 
> > using
> > it a long time. It could also cost ressources to have vehicules/units even 
> > if
> > they don't do anything, just to avoid the deteriorates. These cost are less
> > important for defense.
> 
> I think your proposition is realistic but too boring for a
> player. It needs to be automatic to be playable.

I agree, and this concept can be fully automatic. The interresting point is
that the player will have to handle it, even if it's automatic. He could have
the choice between different way to refuel, organize its waypoints or choose
moving mode between fast and economic, and so on. It will be possible to do
blitz attack 3 times faster consuming 3 times more oil... IMHO every things
that can be automatic should be automatic, ie the player doesn't have to bring
its unit back to base to refuel. But he will be able to choose between
different modes.

In the famous space opera game (I don't remember the name), the little
spacecrafts have to refuel, you can tell them to refuel at any time, but in
general, you choose the way they will automatically refuel.

If there are tons of parameters to care, it's ok if there is a handler for each
one, and that by default it's set to a standard value. And imho this will make
the difference between good and expert players (those who creates their
handlers)




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