Quote:Original post by CTar
In some RTSs you have a very big army which you can control (AoE, Warcraft, etc.), in these games micro-management is often a big part of the game play. You could quite easily however get rid of lots of the micro management, the question is, would it make the gameplay any better? This might seem obvious that it does however I think the companies which have made actual market research disagree with your obvious interpretation of gamers' needs.
Well, when I think, the game could auto-import the iron if you have enough gold. Is that a god balance?
Quote:How do YOU want to raise soliders and figth with them?
Simply put the soldier's in a queue, I don't want a message saying that my workers were ill, it might be more realistic, but it isn't as fun in my opinion.
In reality soliders isn´t trained one by one. The trainer will train at least 20-30 soliders, just like a schoolteacher have big classes.
Example:
One spearman takes 2 minutes to train. 20 spearmen trained in a row will take 20 minutes. But if you train them all at once. They will just take a little more than the 2 minutes.
I got your point in that you don´t need the info about that someone is ill.
Quote:How do YOU want the economic part?
If I were only to consider existing systems, then I'd prefer a one-resource system (like the C&C series use). It takes to much unnecessary management to consider several kinds of resources. KISS (keep it simple, stupid), that's my opinion anyway.
Well I want many resources in my game. But everthing will be possible to import by the town hall.
Quote:You're the game designer, yes? So the important thing is that the game turns out like you want, and becomes something you can get excited about.
Very few people thinks this way, personally I feel I have succeeded as a game designer if I have either a large audience or a previously not targeted audience (see casual games for a very good example of this).
Well it must be some audience even if I make a compex game. But I will try to take away unesecery details. But I will mostly make it my game. I don´t need my audience for economical survival.
Quote:You are trying to create your own game right? Why would you have to copy the graphics elements? Couldn't you just use a couple of the same basic design goals with a 2D/isometric engine?
It was most as an example.
I´m working with some 2D graphics. And some music. And, well I will try to make as many new good ideas as possible. I promise.
Quote:nd make economic thing large. BUT controllet by AI if you arn´t there. I wanted it to be like a Citybuilder-RTS. For example if you don´t have swords you can not make a Swordsman, even how much gold you pay(if you not import it). The sword must be made buy the blacksmith who need Iron, wood and workers, then you need a mine and a woodcutter (or import wood and iron). The workers need homes, food and entertainment to keep happy, and that makes the whole settlement popular.
Wouldn't this just add to the micro management of the game? If you can get an AI to control this, then there is no reason to use such a complex system, to the player it will basically be "do I have enough resources". Don't add realism just for the sake of realism when you're making a fun game.
If you make a good city in SimCity, Stronghold or Ceasar, the city doesn´t need you to solve problems every 10:th second. It works fine and you have a perfect resource generating, war-machine feeding city.
Quote:I have corrected all in the first post now. I´m Swedish but a misstake like putting a "d" in "maby" was´nt very proffetional.
Quote:To be honest, that line is much worse of than the "maby" word.
Oooops, it´s "Mabey" sorry, But the teachers at school just got (even in the 7:th grade!) this ribiclus text in their workbooks.
Chapter two: Fast Food
trying to learn us what a Hot Dog is I learned one new word "herrish" but the rest I knew allready.
// Will be editng some other spelling-errors//
[Edited by - POWA Creations on November 8, 2006 11:06:28 AM]