Author Topic: Some ideas for the future  (Read 2553 times)

claymore

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Some ideas for the future
« on: 16 June 2010, 18:52:31 »
Just some gameplay ideas since we're getting towards a stable release...

1. 3D positional sounds.

2. Revamp armour. The current armour values aren't really very interesting... stone is stronger than wood in all situations but one (and equally strong in that case), Organic and Leather are weaker in most situations. Might as well adjust unit hitpoints a bit, then come up with some more interesting values. :P

Also, maybe rethink the attack types a little. Is the Arrow type even used?

3. Workers should start work on buildings from the nearest side. A placed building should have some sort of marker (ghosted building, building foundations). It should be possible to command additional workers to work on a building by right-clicking on this marker. When a group of workers is instructed to build, they should all work on building. Friendly units should avoid building markers (treat them as areas they shouldn't walk through), while enemies ignore them. Also, maybe allow placing a building on top of allied units, which could move aside when building starts.

4. Map previews in custom game screen.

5. Allow selecting more than 16 units simultaneously. If you're able to create that many units, you should be able to control them. :)

6. A fixed unit cap to discourage turtling in multiplayer, and reduce inevitable lag/slowdown. Most games have some sort of cap...

7. Allow commanding units by right-clicking on the minimap.

8. The Indian faction has the position of housing and gold reversed in the resource indicator at the top of the screen. (Well, all the other factions have it the other way round).

9. Separate options for "no fog" (map fully visible from the start) and "reveal map" (map fully explored from the start) in the custom game screen. I had a bash at this, but didn't quite get it to work.  :(

10. Hotkeys for all unit commands (based on the position of the command icons on the screen).

11. Allow commanding workers to dump resources by right-clicking on a store building.

12. A masterserver that can actually host games. Eventually ::)

13. Remove dead units from the minimap immediately.

14. Units generally shouldn't be able to hurt themselves with their own attacks. Maybe there could be an option to turn off team damage too.
« Last Edit: 16 June 2010, 21:13:03 by claymore »

ultifd

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Re: Some ideas for the future
« Reply #1 on: 16 June 2010, 22:50:55 »
Quote
12. A masterserver that can actually host games. Eventually
Another one... ? :|
Yeah, possibly...maybe later..., how it is like now is good for me at least...

claymore

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Re: Some ideas for the future
« Reply #2 on: 17 June 2010, 09:05:46 »
Yeah, but you're actually able to host games.

ultifd

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Re: Some ideas for the future
« Reply #3 on: 17 June 2010, 23:58:56 »
Yeah, but you're actually able to host games.
You mean for people who use proxies right?...  ::)
...cause most people can now
no offense...

claymore

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Re: Some ideas for the future
« Reply #4 on: 18 June 2010, 09:35:32 »
I'm not the only one. Coldfusionstorm hasn't been able to host either, which means that we can't always play when we want to. Quite a few people haven't been able to host, actually.

treba

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Re: Some ideas for the future
« Reply #5 on: 18 June 2010, 11:29:21 »
afaik, the game is not seperated into server and client part yet, so a dedicated server will not arrive soon.
the other ideas are pretty cool.

ultifd

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Re: Some ideas for the future
« Reply #6 on: 18 June 2010, 19:34:14 »
I'm not the only one. Coldfusionstorm hasn't been able to host either, which means that we can't always play when we want to. Quite a few people haven't been able to host, actually.
Oh yeah...sorry, forgot.
Yeah, so it would be nice...but after the "stabilizing" of megaglest is done...which  is hopefully soon?
Recently, no out of sync crashes, but just "white resources" that a good number of people got...

emscape

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Re: Some ideas for the future
« Reply #7 on: 20 June 2010, 12:02:44 »
i could make a server that hosts games on weekends eves...

ultifd

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Re: Some ideas for the future
« Reply #8 on: 20 June 2010, 23:10:14 »
i could make a server that hosts games on weekends eves...
Well, we all have different time zones, which makes it...pointless maybe?  :|  :(

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Re: Some ideas for the future
« Reply #9 on: 21 June 2010, 02:02:27 »
Those with forced HTTP or SOCKS proxies and Windows should be able to use http://widecap.com/ to proxify the game for now. This should allow you to access the master server, so you can join existing games. It will, most likely not allow you to host a game, though, unless port forwarding is setup at your router and this connection is forwarded through or allowed to bypass the proxy server. I have not verified whether this solution works (but it technically should). I don't use Windows and I'm mildly interested in supporting it, so you're on your own there until proxy support is native to the game.

On Linux, with a forced HTTP proxy, all you need to do is prefix the binary you're invoking by the http_proxy environment variable like so:
Code: [Select]
http_proxy='http://192.168.2.100:8080/' ./glest.binI've tested this and it works for me.

If you need to use a forced SOCKS4/5 proxy instead, install tsocks, configure it and invoke the game as
Code: [Select]
tsocks ./glest.bin
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emscape

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Re: Some ideas for the future
« Reply #10 on: 2 July 2010, 12:35:25 »
one thing maybe there should also be an option for no fog, like the map is black in the beginning, but as soon as you have seen something you will always see it?

claymore

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Re: Some ideas for the future
« Reply #11 on: 2 July 2010, 13:35:47 »
Yep, got that one.

Quote
9. Separate options for "no fog" (map fully visible from the start) and "reveal map" (map fully explored from the start) in the custom game screen. I had a bash at this, but didn't quite get it to work.

wyvern

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Re: Some ideas for the future
« Reply #12 on: 2 July 2010, 13:52:02 »
hurting yourself is possible and should stay, ever heard the term friendly fire, also, if you chuck a grenade at the enemy but don't throw it far enough and it hits your teammates they get hurt as well, if you drop the grenade at your feet your dead with your own weapon ::) ::) so the self damage should remain possible though it could be toggleable if you want to ::) ::)

claymore

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Re: Some ideas for the future
« Reply #13 on: 2 July 2010, 16:42:54 »
I was thinking of the likes of Thor, which can hurt itself with its own hammer. This really should never happen.

I agree that team damage should be toggleable, but I think it's an important feature. Especially given that units are often slow to respond to a unit's death, and continue firing. This makes it pretty difficult to use expensive (and probably overpriced) units like Ghost Armors and Anubis Warriors along with ranged attackers, so this encourages players to focus on just one (probably the ranged ones).

wciow

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Re: Some ideas for the future
« Reply #14 on: 2 July 2010, 18:09:12 »
Re: #2
I think there should be a revamp of the armor/attack values. Ranged units are overpowered and an army consisting of purely archers or battlemages is perfectly platable (with battlemages it is the usual tactic for magic players). Megapack takes this to an even greater level with snakes. although they are more expensive than archers an army of snakes is unstoppable!
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

ultifd

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Re: Some ideas for the future
« Reply #15 on: 2 July 2010, 18:53:39 »
Well...that is really how Glest is. Now we don't really want people to compare forks/versions of Glest and how they deal with things like this? ...
Quote
13. Remove dead units from the minimap immediately.
Cough* , "the special effects of the your dead allies, or opponents" Gone?  :| ...could be optional I guess.
Quote
8. The Indian faction has the position of housing and gold reversed in the resource indicator at the top of the screen. (Well, all the other factions have it the other way round).
That doesn't really matter, anyways since Titi will be gone for 4 weeks...pointless.

Anyways, good ideas...maybe implemented in the future, who knows.
Re: #2
I think there should be a revamp of the armor/attack values. Ranged units are overpowered and an army consisting of purely archers or battlemages is perfectly platable (with battlemages it is the usual tactic for magic players). Megapack takes this to an even greater level with snakes. although they are more expensive than archers an army of snakes is unstoppable!
I agree, but that is also related to the balance of the megapack, which is really not...

claymore

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Re: Some ideas for the future
« Reply #16 on: 2 July 2010, 21:20:23 »
Quote
Cough* , "the special effects of the your dead allies, or opponents" Gone?  No Opinion ...could be optional I guess.

From the minimap, not the battlefield... although it would be nice if bodies faded out after a while as in GAE, rather than suddenly disappearing.

ultifd

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Re: Some ideas for the future
« Reply #17 on: 2 July 2010, 21:24:41 »
Quote
Cough* , "the special effects of the your dead allies, or opponents" Gone?  No Opinion ...could be optional I guess.
From the minimap, not the battlefield... although it would be nice if bodies faded out after a while as in GAE, rather than suddenly disappearing.
I thought you were talking about both, but I only answered the one about the battlefield...sorry I guess.
For the minimap...well...I guess that would be useful, but maybe bad on the eyes too then slowly disappearing? At first, a lot of color, suddenly, all "darkness"...  :|

 

anything