View Full Version : Battlefield Suggestions
Lord Wevilspore
02-03-2004, 02:28 PM
Here are some suggestions that I hope are not repeats.
Why not offer fields of different sizes and shapes. One arena could be like a battle in a set of rooms and corridors. Another could be on a hill with movement uphill costing more than movement downhill. A third could have a huge pit in the center.
Each unit should also be able to dish out some damage, even if it is a small amount. When all you have left is a Cleric and all you have to do is a small amount of damage to one last troop to win is very aggravating.
I also agree with the other suggestions of terrain and more players on the field. I know that for a lot of these changes you would have to make the field scrollable. Maybe these shape features along with the terrain and multiple opponents could be optional features that the players would have to agree to inside each arena before the battle began.
I hope you like these suggestions.
fragdemon
02-03-2004, 04:35 PM
For one thing, you'd need a different setup for each field type, which would be annoying, and would be hell for the programmers to implement.
And, the three setups would take up more server space. In turn, the guys running this would have to compensate by taking more stuff away from greys.
And if that happens, I stop playing.
And if I stop playing, that means the quality of TAO as a whole goes down. :p
Omega_Paladin
02-03-2004, 05:29 PM
If you started letting people just use all their units, it would sucks alot of the tactics out of the game and lag the servers like a guy trying to run with 200 pound weights on him. Yeah, and the various things that Frag mentioned too. As far as terrain, I see the Furgon as the first venture into this area of gaming.
Lord Wevilspore
02-03-2004, 11:26 PM
When I said more players, I ment more sides to battles than 2 people not more troops per player. I know I would pay $5/month if I could join in on a battle between 3 or more players or was able to have different fields than the static ones we have now.
As for programming, I guess instead of making each field malleable you could turn some of the present fields into these changed field. I know that even at the busiest there are still some fields that are unused.
Seraph_Knight
02-04-2004, 04:13 PM
I think more terrain is a good idea. You could set aside a new floor ten or somthing with altered terrain. my idea for a 4 player game is this.
__________________________________________________
Code:
0 = empty area (cant walk there, like the current black nothingness on the sides.
U = area were formations are set up(unchanged)
X = A middle ground were terrain is altered
0U0
UXU
0U0
__________________________________________________ _
This way the basic set-up format will remain un changed.
Or Terrain could be as simple as hills and cliffs and if a set up is changed by the terrain it is simply put on the sqaure it would normally be put on exept on top of the terrain.
Exapmle- a knight in the set-up format is staning on the very back left corner. If enterin a terrain game with, say, a cliff top there the knight would be place on the cliff top.
OR the server would check if your set up is corisponding to the terrain, if it isn't you cant enter the game.
In the first suggestion the map would have to be scrollable because of its size. Also all ideas could be adapted for 1 vs 1 play or more.
Omega_Paladin
02-04-2004, 06:08 PM
All of these suggestions have been made already anyways.
Bottle
02-04-2004, 06:59 PM
Lord Wevilspore, one of your suggestions I must argue against immediately; indeed, I am surprised that none of the others responded to it. You suggest that units should all do a little extra damage? WHAT FOR? Half of the game revolves around knowing that 2 knight hits kill a scout exactly, or that a Lightning ward can be killed by a witch, pyro (twice if healed) and l. ward strike, or clerics can only be killed in one hit by DMW, DSMs and pyros, and dragons. Increasing any attack powers would have to correspond to an increase in HP of most units, which kind of negates the point of raising power in the first place.
The terrain idea is good maybe but 2 problems: 1) what if the terrain favours your enemy's style of play, giving him an unfair advantage; and 2) this would probably be very difficult to program (I don't know about this though, I'm not a programmer...)
Oh and one more thing..... how do you get the quotes under each post? Like Omega_Paladin's "Something Wicked this way comes..."?
Omega_Paladin
02-04-2004, 08:28 PM
First: If isn't saying that units should do more damage. He wants units without a damage inducing attack, clerics and stone golems come to mind, to have one. And for your questions go to General Discusson/Newbies board for the answers. But I think you have to have a certain number of posts to have a siggy. Most things require you post alot before you can use them on the forums.
Bottle
02-05-2004, 06:14 AM
Ok, I apologise unreservedly, I really ought to read posts more accurately before slagging them off:(
In that case.... make a cleric have attack and healing power 12 to finsh off a pyro or something..... yes, that would probably work.... and would be fair too as it would then have 5 turn recovery, so no advantage is gained using it offensively unless to finish off the last unit...... sorry for being such a pillock.......
Arian
02-08-2004, 04:23 PM
Originally posted by Omega_Paladin
If you started letting people just use all their units, it would sucks alot of the tactics out of the game and lag the servers like a guy trying to run with 200 pound weights on him. Yeah, and the various things that Frag mentioned too. As far as terrain, I see the Furgon as the first venture into this area of gaming.
As it is, I haven't been able to actually play more than ONE FREAKIN' TIME because the server is so bleepitycheebin' slow!!!
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