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Re: [Human-beings-discuss] primary resources


From: dams
Subject: Re: [Human-beings-discuss] primary resources
Date: 17 Apr 2002 17:20:34 +0200
User-agent: Gnus/5.09 (Gnus v5.9.0) Emacs/21.1

Guillaume Cottenceau <address@hidden> writes:

> dams <address@hidden> writes:
> 
> 
> [...]
> 
> > for attacking defending you are right, but you could choos to move at fll 
> > speed
> > (no economy), thus spending more fuel
> 
> "fast move" is an interesting idea.

oh, there can be more of that:
fast move, discrete move, carefull move (you get alert on enemy presence
sooner, you detect defenses...)

> 
> 
> [...]
> 
> > > It's a matter of taste, but I (at least for now) really don't
> > > like the fact that a player would need to move back his units for
> > > any reason.
> > 
> > He won't need to "move the unit back", the unit will go back to base
> > automatically. And just to rearm, so it's because it fighted.
> > Let's forget completely the fuel thing, just keep rearming
> 
> I don't like the fact that the unit would automatically go back
> to base (following which path anyway? quickest? to the cost of
> getting attacked somewhere in the move?) and come back after
> rearming.

ok, if you don't like it :)
The pb of going base to some point (not the base in general, cause you tak
medium units), has to be solve, because it is used as well when you want the
unit to go somehere without being obliged to look at it all the time, or
deciding the path.

> 
>  
> > > Of course I agree that it's more realistic, but it's to the cost
> > > of bore, which is in my opinion far more important. I tend to
> > > agree with Pixel on that: the first criterion is the playability
> > > of the game.
> > 
> > well. Just keep the amunition, and you will see that's you have more fun.
> 
> We could imagine doing it optionally later on, anyway.

yeah, sure. let's see that later

> 
> 
> [...]
> 
> > > > In this space opera game, it was very important, you had to have 
> > > > different
> > > > units to attack, because you know that at some time (automatically), 
> > > > some of
> > > > your unnts will be unavailable, because returning to the nearest 
> > > > refueling
> > > > unit. You could (on the defense side) sacrify some force to one enemy 
> > > > section
> > > 
> > > This can be handled by a "mana" energy needed for firing. This
> > > was used in WarCraft-2 with Paladin. And this is another time
> > > automatic thus playable :-).
> > 
> > so there is a way we could agree ? :)
> 
> Possibly, though I never thought the Mana thing of the Paladin
> was really interesting. Do others have idea on that? Complicating
> the fight needs to bring an "interest". But this is quite
> subjective.

The interest is having multiple weakness : you can have 3000 fighter, if you
have only 1 rearming unit, you are weak. A player can do guerilla on rearming
units without facing the enemy army...




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