Author Topic: Some smal gameplay ideas.  (Read 3522 times)

mortiferus

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Some smal gameplay ideas.
« on: 10 April 2005, 10:38:54 »
Good day. I first played your game yesterday, and I got some ideas. Maybe some of them are already implanted (as I sayd, I first heard about it last night, and these thoughts came to me while I realy should be sleeping). I felt the need to share them before they slipped my mind.
They generaly follow the "qualtiy, not quantity" idea. I do offcourse want more units and tech, but that is the obius:P
I am unfortunatly not a coder, so I am not able to implant these ideas.


Extensive hotkey framework.
One should be able to build every building with hotkey's, and when a building is marked you should be able to build every type of fighter/people.
And hotkeys to mark people/building. Here it is maybe good to seperate military/civ and unit/building. So a combination of the military-key and the unit-key wil select military units.
A "all" key is also a good idea. So a combiantion of Military-key, building-key and all-key would select all military buildings on the screen. But maybe it is a better idea to have that as default, and instead have a "one" key (to tab through individual units/buildings)?
When you have selected different buildings you should be able to build units from both buldings (e.g building options from both builings should show on the right side).
Combined with uniq hotkeys for different units you get a very fast unit production:
Build military builings so that you have all types in one screen - Select all military buildings (with hotkey) - Build all kind of units.

Waypoints.
You should be able to use a key, e.g shift, to create waypoints for the unit. This helps the situation where they sometimes walk the wrong way to a place. With waypoints you can just show them the route. So they move from waypoint to waypoint untill they reach the last one.

Formations.
Beeing able to select a group of wariors and select different formations. Archers behind, sword in front.

"Bookmarks".
What I think about here is the posibility to bookmark a current place in the map, and unit/bulding selection (not to create groups, as I understand that it is already implanted).
E.g you have a location where you have all your military buildings. And you have a battelfield. Then you can select all the military buildings, and set a bokmark (maybe ctrl-alt-x? where x i a number 0-9. Then set a bookmark at your battelfield. So then all you need to do to switch is to press the numbers you bookmarked them to (maybe with alt-x?)
With good hotkeys you can then fight, press a hotkey to get back to the military production area, press hotkey to produce fighters, press hotkey to get back to fight.


 
Patrol.
Beeing able to set wariors to patrol an area.

Guard.
It would be nice to be able to set a group of wariors to guard
 -Buldings
 -Other wariors
It should be possible to ask them to guard a group of these, and not only one unit/bulding (think sword protecting archers).

Select idle civilian.
Find thos lazy builders.

Moving in groups
When you have selected a group and riht click somewhere they should go there. They should then go there together, no fast units running away from the slow ones.
If you right-double-click then all the units should go there as fast as they could. Still in a formation, but then only in formation with those units that has the same speed as they.


Some AI tweaks
*If the archers are figthig side by side with sword-menn, in close combat, make them move backwords, so they have some distance to the one they are shooting at.
*Make the sword-men protect the archers if they get atacked in close range, then sword-men close should turn away from their enemy and kill the close-combat unit that is killing the archer. (if you implent the Guard feature this could be left out).



Yes, I have played, and enjoyed, aoe1/2 :P
Feel free to comment and add ideas (and if you are God's gift to the coders, please report to nearest glest coding guild for some hard-ass coding).
« Last Edit: 1 January 1970, 00:00:00 by mortiferus »

ArcaneTime

  • Guest
Please Read.
« Reply #1 on: 1 April 2008, 01:29:29 »
Uh, I totally agree with this guy. Implementation of AOE 1/2 stuff into Glest would serve the game much justice. Already the idle worker thing has been implemented, however, I am sure more of his ideas would help the Glest community.
« Last Edit: 1 January 1970, 00:00:00 by ArcaneTime »

rudravishnu

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Re: Please Read.
« Reply #2 on: 2 April 2008, 13:28:43 »
Quote from: "ArcaneTime"
Uh, I totally agree with this guy. Implementation of AOE 1/2 stuff into Glest would serve the game much justice. Already the idle worker thing has been implemented, however, I am sure more of his ideas would help the Glest community.

i didn't know that idle villager could be found :shock:  :shock:
« Last Edit: 1 January 1970, 00:00:00 by rudravishnu »

ArcaneTime

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(No subject)
« Reply #3 on: 2 April 2008, 19:34:47 »
Depends:
Age of Empires 1: No
Age of Empires 2: Yes, the "." key, or was it ","?
Glest: Yes (3.0.0 and higher?), the "i" key.
« Last Edit: 1 January 1970, 00:00:00 by ArcaneTime »

Archmage

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(No subject)
« Reply #4 on: 5 April 2008, 01:27:11 »
Most of your ideas are in GAE (for the FPM) http://www.glest.org/glest_board/viewtopic.php?t=3229 the formations are not implemented yet (i guess they're going to some time)
« Last Edit: 1 January 1970, 00:00:00 by Archmage »

ArcaneTime

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(No subject)
« Reply #5 on: 5 April 2008, 04:11:42 »
Awesome! Hadn't realized there was an advanced engine, only thought there was an advanced pack. Well, that clears that up... Will be downloading soon.
« Last Edit: 1 January 1970, 00:00:00 by ArcaneTime »

rudravishnu

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(No subject)
« Reply #6 on: 9 April 2008, 11:56:13 »
Quote from: "ArcaneTime"
Depends:
Age of Empires 1: No
Age of Empires 2: Yes, the "." key, or was it ","?
Glest: Yes (3.0.0 and higher?), the "i" key.

:evil:  :evil:  :evil:

i said i did not know the fact glest implemented the idle villager function :evil:  :evil:  :evil:
« Last Edit: 1 January 1970, 00:00:00 by rudravishnu »

ZaggyDad

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(No subject)
« Reply #7 on: 9 April 2008, 20:19:19 »
@rudravishnu: You should look at the documentation that comes with the newer versions of Glest (In the Readme.txt file).

~Zaggy
« Last Edit: 1 January 1970, 00:00:00 by ZaggyDad »