Author Topic: Some thoughts about gameplay  (Read 16988 times)

martiño

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« Reply #25 on: 3 February 2008, 01:58:59 »
Hi,

In the first place thanks for your post, it is one of the most elaborate posts about gameplay in this board and we are really interested in this type of discussion.

I've played warcraft3 quite a lot too, and the glest damage system is inspired in the war3 one, but with some differences, the formula is as follows:

Code: [Select]
Damage = (BaseDamage - Armor) * DamageFactor

BaseDamage is a random number in the range (AttackStrenght-AttackVar, AttackStrenght+AttackVar)

Armor is the unit armor

DamageFactor depends on the attacker attack type and defender armor type, the table is as follows:
Code: [Select]
attack="piercing" armor="organic" value="1.25"
attack="piercing" armor="leather" value="1.25"
attack="piercing" armor="wood" value="0.75"
attack="piercing" armor="metal" value="0.75"
attack="piercing" armor="stone" value="0.5"

attack="impact" armor="organic" value="0.75"
attack="impact" armor="leather" value="0.75"
attack="impact" armor="metal" value="1.5"
attack="impact" armor="wood" value="1.5"
attack="impact" armor="stone" value="1.5"

attack="slashing" armor="organic" value="1.25"
attack="slashing" armor="wood" value="0.75"
attack="slashing" armor="stone" value="0.5"

attack="energy" armor="organic" value="1.25"
attack="energy" armor="wood" value="0.75"
attack="energy" armor="stone" value="0.5"


So the armor and attack types are quite similar to war3, impact damage in Glest is pretty much the same as siege damage in war3. Other armor and attack types are a bit different.

So the counter thing works pretty much like in war3,. Also, unlike in war3, ranged units in Glest will miss their targets if the unit is traveling too fast, so ranged units are more effective against slow and big units, like the battlemachine, behemoth and also air units. Splash damage also does 2.5x damage agains big units (since it does 1+0.5*3, because big units are 4 cells big). So as you can see there is a lot of potential for strategy.

Some examples:

Archers are good agains Behemoths, because piercing has bonus against orgamic and behemoths are slow.

Guards and ghost armors are good against archers and horsemen, because they have metal armor.

Behemoths are good agains guards, ghost armors and buildings, because they have impact damage.

Horsemen are good against archers, because they are quick and have piercing damage.

Battlemages are good against behemoths and battlemachines, because they have splash damage.


About they unit attack/movement speeds you are quite right in general, we will lower unit attacks, so there is more strategy in battles. However the difference is not that bad, Glest units are smaller than in war3, and a swordman takes 14 secs in Glest to travel the screen, and 11 secs to kill another swordman, the Daemon is a very cheap unit, comparable to the Zerling in Starcraft.

About resource harvesting, pretty much all multiplayer maps have 5 gold spots next to your base, so you will never be able to use more than about 7-8 workers to harvest gold efficiently, and gold will run out quickly, you will have to expand eventually. We will make better maps with time (feel free to use the map editor and help us), the current ones were never though for multiplayer.

You are right about special abilities, Glest is just simpler than war3, there is not that much room for strategy (although the technician can heal, and the summoner also has a splash attack).

Martiño.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

argento

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« Reply #26 on: 3 February 2008, 18:16:10 »
How does the attack speed works? A unit with attack speed of 100 does 1 attack per second and the other attack speeds are directly proportional to this, did I get it right?

Why does Battle Machine has different anim-speed and speed values for the piercing attack

<speed value="60"/>
<anim-speed value="75"/>

?

What is the value used to calculate damage in this case?
« Last Edit: 1 January 1970, 00:00:00 by argento »

martiño

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« Reply #27 on: 3 February 2008, 18:51:46 »
Yes you are right, 100 is one attack per second at normal speed. anim-speed is the speed of the animation and speed is the speed at which the unit does damage, they should be the same for attack skills in most of the cases, i think you just found a bug.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

argento

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« Reply #28 on: 5 February 2008, 00:49:27 »
In warcraft the damage absorbed by the armor is a percentage.

The problem that I see in this formula
Code: [Select]
Damage = (BaseDamage - Armor) * DamageFactor


is that that the armor has more effect on low damage units and less effect on high damage unit.

For example a swordman (90 attack) against a battle machine (45 armor) does  45 damage (later multiplied by 0.75 for the wood armor). A 50% reduction.

A guard (140 attack) does 95 damage. A 32% reduction.

The battle machine (400 attack) is almost unaffected by the armor of an enemy battle machine. It does 355 dam, with a reduction of 11%

This makes difficult to compare the damages of the units for the player, because the values are not the comparable directly. And makes low units almost useless against advanced units.
« Last Edit: 1 January 1970, 00:00:00 by argento »

martiño

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« Reply #29 on: 5 February 2008, 10:51:29 »
Yes, we could argue about that, but that's the whole idea behind the armor concept in Glest. If armor is a percentage, we might as well give all units no armor and increase their HP, because the effect would be the same.

I'm quite sure that war3 has it's reasons to do armor like that, but the idea behind the system in Glest if that you can not overwhelm another player with a lot of low level units, so units with slow and powerful attacks are more effective against heavily armored units, and conversely units with quick and low attacks are effective against units with low armor.

So for example Guards or Battlemachines are very effective against Daemons or Swordmen, since they have very high armor, but Daemons and Swordmen are still effective against some high level units like Archmages, because of their quick speed and because of the low armor of the Archmages. The same goes for archers, no Air unit has lot of armor, so they are still very effective against them.

Also in the magic side, you will almost always get your damage from ranged attacks, like the Archmage or the Battlemage, melee units are there not to do damage but just to keep the enemy busy while the ranged attackers do the job.
« Last Edit: 1 January 1970, 00:00:00 by martiño »

slivaz

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« Reply #30 on: 20 February 2008, 10:11:33 »
I think that it is a bad idea making armour almost useless for low tech tree units late game, one of the things that make starcraft such an enjoyable experience is that the later tech units can be overrun by an overwhelming number of upgraded zerglings, zealots etc. Also, in Starcraft one of the counters to a unit, like a fortified positions of siege tanks, could be to make a transport flyer (shuttle, dropship, overlord) and drop a full ship of low tech units. They would be obliterated in seconds, but the splash of the siege tanks would blow themselves up. Counters like that,along with more special abilities, would make glest truly great.
« Last Edit: 1 January 1970, 00:00:00 by slivaz »

martinhrvn

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« Reply #31 on: 21 February 2008, 09:38:18 »
I am very new to Glest and I just love it!!

BUT

I have to agree that it is very hard for new player (or is it just because I suck at games?? :) ) so I started the game and instinctively chosen "new game" and left the settings as they were..

WOW! this looks nice! now what do I do?..  hmm let me build some stuff.. create few units.. overrun by opponent's units... trying once again.. I prepared many units and managed to survive the attack... a few minutes later another attack and I'm in ruins once again...

So I decided to try the scenario.. Easy, magic... well I managed to win, but not because I was good, but because my ally managed to kill the enemy..

What glest would need:
1. Some sort of tutorial that would show you all the things you should do..
2. Way to adjust CPU opponent (making him build/create units slower etc) - by that I mean something like easy/medium/hard
« Last Edit: 1 January 1970, 00:00:00 by martinhrvn »

daniel.santos

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« Reply #32 on: 22 February 2008, 01:27:31 »
Quote from: "argento"
...

I made some tests.
A warcraft 3 footman travels an entire screen in 6s at fast game speed (there are slow normal and fast game speeds, but despite the name fast is normally played), Glest units in comparison are very slow and to travel a screen an Initiate uses about 24s. This is the first thing that I noticed, it was a pain to see the units move so slowly. And the units size compared to the screen in Glest and warcraft 3 is almost the same.

Another thing that I tested is the time to kill some type of enemies.
In warcraft 3
1 Footman (not upped) kills 1 Footman (not upped) in 52s
In glest
1 Demon kills 1 Demon in 5s

In warcraft 3
1 Knight (not upped) destroys Town Hall (not upped) in 2:16
In glest
1 Behemoth destroys mage tower in 20s

So the glest unts are 2.5x times slower moving and 10x times as fast to kill the enemies compared to warcraft 3 (it's only a rough extimation). So it's almost impossible to micromanage units (they die very fast and move slowly).

Another thing that I did not understand is that I can make all the Initiates that I like and use them to mine gold (correct me if I'm wrong). So why should I do a secondary base? If I can just make more Initiates to mine more gold. In warcraft 3 there a limit of 5 workers in the gold mine. If I want more gold per second I need to build another base.

In warcraft 3 every player at some times can decide to build another base. This makes player scout to see if the enemy build other bases or not. And the battles are fought in the strategic points in the map (like bridges). It's vital to expand and to make the enemy not expand.

And the last thing, in warcraft 3 almost every unit has some special ability, some throws nets to entrap enemies, the heroes have all 4 abilities, others heal, others slow enemies, others buff your army, some can hide, others have splash damage, in Glest the units just do damage (just the archmage has splash damage). During the battles in warcraft 3 the most time I use special abilities.


First off, I agree about viewing units.  I would like to see the mouse wheel control the zoom and middle-click-drag control the camera angle personally.  There are time when one of my units has positioned themselves in a place where I can't quite see them under a tree or in a building or so.  Having the "I" hotkey helps with stuff like that, but sometimes I would like to move the camera around and have it stay that way while I play.

I personally like the movement speeds.  Initiates are supposed to be slow.  In the Four Path Magitech, we're giving the necromancers (a subfaction of magic) an upgrade called "Shroud of Trepidation" that increases initiate's movement, build, production and repair speeds, but makes them mostly useless for combat/defense (reducing their max EP to 17 or so).  We don't intend to offer such an upgrade for the nature sub-faction of magic.  But again, glest maps have fewer "cells" than most RTSs (spaces where a unit can reside).  If we have improved cameras, I think that larger maps with more open spaces will be feasible, although it may require altering the resource count of trees to keep wood balanced.

Some of the trickier aspects of how much time it takes to kill units are survivability of ranged units.  The archmage, for instance, can kick your butt pretty fast, but he only has 450 HPs, so he also can die pretty quickly.  Increasing the amount of time it takes units to kill each other would throw off the balance for archmages since they are so vulnerable that a quick kill is how they survive.

As for the behemoth quickly destroying a mage tower, keep in mind that the behemoth has impact damage and the mage tower has stone armor, which takes 1.5x normal damage from impact.  I do often feel that units die too quickly, especially when you are hoping to level them up, but that may just be from playing MMORPGs too much, wanting to level everything up.  I'm getting this a lot from the skeletons in our mod, even though they are supposed to be an improved daemon for melee "distraction" (as Martiño was explaining -- to allow ranged units to attack), but with slightly higher survivability and regeneration so they can get back to full health between battles.  Although they have the tendency to die, they can level up quite nicely if they survive long enough.

I strongly agree that more diverse unit capabilities are needed.  This is why I started the engine mod I'm doing that adds effects and such.  I'm hoping that some of this can eventually get integrated into the mainline.  Using this modified engine, we're getting to add lots of fun like Liches that have an attack that slows the enemy movement and does damage over time, but only effects the enemy and a monk who heals almost instantly (for Eps) and also cleanses negative effects.  The Lich can also research an ability that allows them to steal the Hps of their targets.  But since things die so quickly, it's hard to get the Lich to switch over to the life stealing attack before he dies.  I was hoping to eventually address this in the engine by allowing units to switch to a skill that will allow them to survive when they feasible, like an attack that restores their health, but costs more EPs.

That's the cool thing about the Glest engine, it's expandable and there are an increasing number of tech tree projects.

As to the gold mining, the problem you are going to run into is that you run out of gold fast!  There is also a limit to the number of workers that can operate effectively in a given area. You get too many, and they will get in eachother's way, or at a minimum, sit around until they get a chance to mine.  The Glest Team has made a number of modifications to maps to address issues with resources not scaling well to multiplayer battles and I'm sure that more is coming, especially as more of the tech tree mods get played more online.

Another thing that I agree is needed (somebody else mentioned it) is the ability to create campaigns.  From what I understand (and I haven't investigated it much) the main thing that's needed is the ability to add units (including buildings) to a map (I thought I read that on this post).  I personally disagree and think that a scenario should define the units, scripts and rules separately from the map.

On the subject of buildings & maps, I find that the placement of buildings is often harmful, like putting energy source between the mage tower and the gold.  On some maps, the choice of which slot you use makes a huge difference because of the advantages or disadvantages caused by unit placement (mostly the distance or your HQ to the gold).
« Last Edit: 1 January 1970, 00:00:00 by daniel.santos »

hailstone

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« Reply #33 on: 24 February 2008, 03:50:46 »
Bos Wars uses Lua to define campaigns from what I remember.
« Last Edit: 1 January 1970, 00:00:00 by hailstone »
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andrewchang

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« Reply #34 on: 24 April 2008, 00:03:54 »
lol. pigs are good for recon. theyre cheapest unit you can get.
« Last Edit: 1 January 1970, 00:00:00 by andrewchang »