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Old 11-24-2003, 11:32 AM   #1
Jingleheimer
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Terrain Discussion.

I think most people here agree that there should be at least some floors with different terrain.
Now I imagine that the easiest way would be to simply change the graphics for the tiles.



However, I suggest a more complicated approach:

Keep the tiles as they are, and have the terrain as NPC units.

Things like grass, bushes, trees, boulders, etc. would have hit points and in some cases special abilities.

For example: when a unit kills a tree, the tree would fall over opposite to the killing unit and inflict damage upon whatever is in the tile it falls on.

Another example: any tile with grass that is attacked by a Pyromancer would burn for a set number of turns. Any unit that moves onto a burning tile would have damage inflicted. At the end of the turns, the fire could then spread to any adjacent grass unit inflicting damage on any units occupying that tile.
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Old 11-25-2003, 01:58 PM   #2
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cool

Sounds good. I think that there should also be larger arenas where 4+ people could play. Mabey have buildings in the middle or something. Hmm, a 2 story building would be cool, stick scouts on the top floor and anyone who comes too close is hit with a pointy stick...
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Old 11-25-2003, 03:24 PM   #3
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and water so that you can't move there.
that gave me an idea... how about a rain maker? make it so they can make a pool that lasts a few turns
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Old 11-25-2003, 11:39 PM   #4
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I like this idea alot, randomly generated obstructions, has alot of potential. I've heard that terrain is in the making, but that for the time being it will just be window dressing. Personally i would like to see certain units get terrain bonuses as well, such as a frost golem getting more range when a battle is fought in the snow, etc.
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Old 11-26-2003, 12:16 AM   #5
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but there;s a level where if you're gonna complain about blocking percentages, you HAVE to complain about random terrain...

*edit* (had more to say)

I think terrain (at least with the falling trees and burning grass) is still awesome... but it's a different flavor of game... not the same...
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Old 11-26-2003, 12:37 AM   #6
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Did i come off like i was complaining about blocking? (there's a chance that comment wasn't meant for me, but anyway) I mean sure i made my computer blush (she's a lady after all) when i lost a game b/c a pyro i really needed to die did a late game side block, but i think blocking is a great dynamic the way its is, wouldn't change a thing.
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Old 11-26-2003, 12:50 AM   #7
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no, i was talking in the fullness of everything dude... relating this post to the post about blocking percentages (im in college, we do this crap)
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Old 11-26-2003, 01:11 AM   #8
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I too am in college hence my wonder at what connection there was to draw between the two threads with the exception my presence, and the concession that i could be way off base with my conclusion

(I'm trying to tastefully get rid of my junior, does it show?)
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Old 11-26-2003, 12:00 PM   #9
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Deformable terrain?

Nah. Just a random thought. That would be a chunk of actionscript. So would multiple levels of terrain, like buildings. It would be really cool to see Scouts shooting volleys of arrows at knights storming a tower, while mages tried to destroy the building and a cleric healed up everyone, but...we also have to respect the fact that these guys created this great big complicated game that's online complete with chatting, all in Flash. That's amazing stuff. The tactics core demo was amazing, but it didn't even come close to the awesomeness of this. By the way, creators, wherever you are, there's fire already in the tcd, why couldn't you put it in online? ah well. Great stuff, anyway.
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Old 12-01-2003, 03:13 PM   #10
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never did get a responce from the creators... can i at least get a maybe?
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Old 12-01-2003, 07:40 PM   #11
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i love the terrain idea!!
i like buildings too, cause you could have scouts up top and gaurd entrances with knights!

the idea of nocking down trees and buring grass is cool, but there should be big and small boulders.... and maybe units could move smaller boulders if they walked into them. thus creating a bit of defence

also stumps and stuffs to help with ranged blocking %age.
i know it would bring a lot of bitching but it makes the game more *tactical* (i know its not the right word, but you get the play on words....)
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Old 12-01-2003, 08:23 PM   #12
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Quote:
Originally posted by AzN_GuY
but there;s a level where if you're gonna complain about blocking percentages, you HAVE to complain about random terrain...

Eh, not really. I mean, there are some things that you can't prepare for in specific, such as your opponent's formation and (if it's added) terrain. However, you should be ready to deal with whatever is thrown at you in these categories. If your formation is uber-cool in snow but reeks in a forest, for example, it's not a very good formation.

The way I see it, if there's random terrain, when the game begins you've gotta check out the terrain, see what's up, look for chokepoints, sniper posts, etc. This requires tactics. And, furthermore, they should program it such that the board is symmetric, so neither player really has an advantage based on terrain, it's just a matter of who uses it better.

With blocking, it can be grossly unfair if one person is uber-lucky and the other isn't. And you shouldn't have to prepare for your opponent's Witch to side block three times in a row, since it's totally unforseeable.

Anyway, back to the main point, I think terrain would be a great addition, if they could do it well. However, it could take a while: if they add in differing heights, they've gotta come up with new formulas for range and damage of Scouts, they've gotta figure out how high characters can jump, whether some jump higher than others, how high a character can make an attack against, whether some characters can attack higher than others, etc. If they're willing to do this, scorezilla; if not, I completely understand where they're coming from.
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Old 12-01-2003, 08:52 PM   #13
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What if it's a map FILLED with beautful sniper posts but your tactics style relies on armed force rushes or magical dominance? You just got screwed by the computer before you even fired a single bolt off.
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Old 12-01-2003, 09:14 PM   #14
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Quote:
Originally posted by AzN_GuY
What if it's a map FILLED with beautful sniper posts but your tactics style relies on armed force rushes or magical dominance? You just got screwed by the computer before you even fired a single bolt off.
Then that means you're not flexible enough.

What if your formation relies on your opponent having a symmetrical formation, but you come up against an opponent that's stacked? Same thing: if you're not flexible, you lose.

But the blocking thing isn't a matter of flexibility, it's a straight matter of advantage/disadvantage. If you have bad luck, you're at a disadvantage. There's nothing you can really do about it, because you shouldn't have to plan for the chance that their Witch makes three side blocks in a friggin' row. But you should plan for, "What if the terrain doesn't fit a magical strategy?" Just like, in making your formation, you shouldn't makes one that relies heavily on your opponent to have a certain formation.

Sorry, I really feel that I'm not expressing properly how they're different. English really isn't my best subject (gee, a math nerd playing tactical games? Go figure.). I'll try again later, when it's not late and I don't have homework to do.
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Old 12-01-2003, 09:33 PM   #15
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meh, im a cs major, what do i know?

when a witch blocks twice in a row, i get behind it or just let it come to me where i can get behind it. I have two scouts, i can fire off more shots though...
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