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#ActualDrMadolite

Posted 05 August 2012 - 10:48 AM

@ pixelartist:
A good point that actually has some historical reference. The russians made the crappy T34 tanks during WW2 and just rolled them right out to the battlefield and won the eastern war, despite the germans having the superior "Tiger" tanks. The T34 were cheap, fast and agile. Posted Image

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@ Orymus3:
You make several important points. I'm gonna do a lot of iterations:

Trade: Something that simply gives you more options and, with those options, you can dominate someone who specializes - but only if you're great at microing the base on all levels (which for some players can be nightmarish). But most of all, Trade is a way to add more horizontal progression (choice > magnitude) to the game. For instance, instead of making that brand new Stone Mine for 100% resources, you could pay 10% resources (gold included) to upgrade an existing Stone Mine's efficiency by 10%. The benefit would be the same, but microed differently. The benefit of the upgrade would be less mines to have to manage, at the cost of vulnerability (losing that one Stone Mine could cripple you).

Science/Magic: Similarly to gold, mana is used to improve your choices. Some bonuses are passive, while others are active (which is why "research" might be a bad name for it - since you'll be dealing with spells, enchantments and potions, albeit functionally similar).

I agree that research (as a passive upgrade system) tend to be way more necessary than viable, and I don't like that. In Starcraft, they do manage to pull off a decent tech system, though, because a great micro player can steamroll someone who's going for tech and the upgrades don't give too drastic advantages. In either case, I'm gonna think hard about it.

I'll definitely check out Warrior Kings, thanks for the tip.

#2DrMadolite

Posted 05 August 2012 - 10:41 AM

@ pixelartist:
A good point that actually has some historical reference. The russians made the crappy T34 tanks during WW2 and just rolled them right out to the battlefield and won the eastern war, despite the germans having the superior "Tiger" tanks. The T34 were cheap, fast and agile. Posted Image

====================

@ Orymus3:
You make several important points. I'm gonna do a lot of iterations:

Trade: Something that simply gives you more options and, with those options, you can dominate someone who specializes - but only if you're great at microing the base on all levels (which for some players can be nightmarish). But most of all, Trade is a way to add more horizontal progression (choice > magnitude) to the game. For instance, instead of making that brand new Stone Mine for 100% resources, you could pay 10% resources (gold included) to upgrade an existing Stone Mine's efficiency by 10%. The benefit would be the same, but microed differently. The benefit of the upgrade would be less mines to have to manage, at the cost of vulnerability (losing that one Stone Mine could cripple you).

Research: Similarly to trade, research (or magic, rather) is something that you use to improve your choices. Some bonuses are passive, while others are active (which is why "research" might be a bad name for it - since you'll be dealing with spells, enchantments and potions, albeit functionally similar).

About research in most games - it sucks! Posted Image
This is probably your most important point, research (as a passive upgrade system) tend to be way more necessary than viable, and I don't like that. In Starcraft 1 and 2, they do manage to pull off a decent research system, however, because a great micro player can steamroll someone who's going for tech and the upgrades don't give too drastic advantages. In either case, I'm gonna think hard about it.

I'll definitely check out Warrior Kings, thanks for the tip.

#1DrMadolite

Posted 05 August 2012 - 10:40 AM

@ pixelartist:
A very good point that actually has some historical reference. The russians made the crappy T34 tanks during WW2 and just rolled them right out to the battlefield and won the eastern war, despite the germans having the superior "Tiger" tanks. The T34 were cheap, fast and agile. Posted Image

====================

@ Orymus3:
You make several important points. I'm gonna do a lot of iterations:

Trade: Something that simply gives you more options and, with those options, you can dominate someone who specializes - but only if you're great at microing the base on all levels (which for some players can be nightmarish). But most of all, Trade is a way to add more horizontal progression (choice > magnitude) to the game. For instance, instead of making that brand new Stone Mine for 100% resources, you could pay 10% resources (gold included) to upgrade an existing Stone Mine's efficiency by 10%. The benefit would be the same, but microed differently. The benefit of the upgrade would be less mines to have to manage, at the cost of vulnerability (losing that one Stone Mine could cripple you).

Research: Similarly to trade, research (or magic, rather) is something that you use to improve your choices. Some bonuses are passive, while others are active (which is why "research" might be a bad name for it - since you'll be dealing with spells, enchantments and potions, albeit functionally similar).

About research in most games - it sucks! Posted Image
This is probably your most important point, research (as a passive upgrade system) tend to be way more necessary than viable, and I don't like that. In Starcraft 1 and 2, they do manage to pull off a decent research system, however, because a great micro player can steamroll someone who's going for tech and the upgrades don't give too drastic advantages. In either case, I'm gonna think hard about it.

I'll definitely check out Warrior Kings, thanks for the tip.

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