Some answers:
Quote: Original post by xor
Something in the line of Starcraft/Warcraft, but bigger!
You are my man! I like very much the huge 150+ armies in AOE but i also very much like the Starcraft graphics and units. For me Starcraft is a great game: it has a lot of strategy involving: cloacked units, spells, huge decoys like Ultralisk- not to mention the 3 different races that make a completely different strategy. But it is hard to make more than 60+ armies and the battles have medium speed- and most times you can tell the winner by taking a look at the units when the battle starts. Of course the spellcasters (Science Vessels, Defilers, and the GREAT Templars and Archons!) make big difference in a battle. AOE in the other hand has many strategies involved, a battle can take quite a long time and the winner is not defined but at the very end of the battle, not because of luck but of strategy. Also there are walls, fortifications, castles which i very much like! But no spellcasters or drummers: plain units fighting.
Quote: Original post by Grim
Quote #1:
The control system should be as automated as possible, but all the automation should be optional.
Quote #2:
All infantry should be able to walk through forests.
Quote #2:
...........
After all, which one would you choose: "phenomenal" or "mind-staggering"?
........
Grim: seems we have the same way of thinking. I am planning to spend much more time towards a good gameplay rather than finding new units, better models, better textures-not that i will ignore those. Here are some ideas:
- Officers: There is going to be some kind of hierachy: Captains command the soldiers, Genereals command the Captains, Lords command the Generals and you... command the Lords. So the user can give objectives from Lords to soldiers for a task to be performed. Of course the higher the officer in hier. the less actions are needed by the user. Also Captains (,etc) are soldiers too (better of course than the average) (c+)PLUS the give a great advantage to the commanded soldiers for coordination etc. Of course there should be system to force the user to use the officers not for fighting but to have few and to put them to command (or else the user would use the officers as soldiers cause they are better fighters) ie they take much more training time, cost more, there must be a quantity of soldiers uncommanded so he has reason of existence (ie there must at most 1 captain for every 25 soldiers, 1 general for every 5 captains etc).
- Workers assignment: Workers will be assigned to specific jobs and there will be specific jobs requesting workers. Meaning: There would be ie woodcutters huts, building sites etc and the user will assign ie a group of workers to chop woods and also be available for building sites. Also every job will have a priority so that not 50 workers go to build a simple hut!
- Soldiers assignment: Like the above there will be jobs requesting soldiers: ie patrols, defence, scouting, regular(frequent) attacks etc. Again, there will be group of soldiers available for specific tasks: ie a group will be only available for patrol and defence, an other only for regualar attacks,etc.
- Stances, Formations, Comrades-support: The usual:attack, defence etc stances and line,square,etc formations. Comrades support? Big shielded swordsmen will protect ther comrades archers from enemy archers by going in front of them and putting their shields providing a good defence bonus to the team. Also while soldier #1 fights soldier #2 soldier #3 will kill soldier #2 from the back to relief soldier #1.
- Pathfinding: There will be mainly three ways to go from one place to an other: the quickest(as usual), the safest(areas where enemies are frequently sighted will be mostly avoided) and a medium way:not too risky-not too slow.
- Forests: The forests will be passable -of course at the cost of speed- and soldiers can hide there and make ambushes, provide shelter (replenishing the health) etc. A good idea is setting a forest under fire(!) trapping the soldiers that are inside and usually... killing them! Plus haunted forests may kill/trap some of your soldiers! (- Did i mention about the existence of the Witchcraft race and Fairies of The Woods race? NO?!?!?!?)
- Selection with criteria: The user will be able to select soldiers by almost every attribute a unit has: weapon, skill, level, experience etc (of course selecting by the name of the unit (ie John Diggins) would be mostly silly ;-)). It is an idea previously presented by Madster
- Selection groups: Usualy there are 10 groups(Blizzards -craft, CAC series etc) or 9 groups (AOE DAMNED!). For me they are few. How about... 100? Or .......1000? Ok, ok dont hit me! For example a quit key hitting of 8, then 3 and then 9 would choose group(w.c.g.) #839, just a hit of 8 and 3 w.c.g. #83 etc. Also there will be super-groups meaning that a super-group has groups instead of units and as groups would be visible through a super-group so that to have 4 archer groups and 1 archer super-group. ALSO: Control+group: make a group, Shift+group/unit: add the selection to the already selection, Alt+Control/Shift+group/unit: super-group selection. The '~' would select nothing! Silly it may sound but in AOE you can have a no-selection but not in -crafts(really giving it to my nerves)! PLUS:infinitive selected units available! Why did -crafts allow only 12 units? and AOES 50-60?
- UD(user defined) Macros and stances: A user can define some macros: a group of workers make a small fort: wall, a castle, some farms, a barracks etc. Some archers get unhidden to attack to archers and swordsmen but not to mounted ones. And other...
Thats all for now, i will come back...
If you want to help me with 3D models or artwork OR know where to look or you know someone that wants please let me know! costasgr43@yahoo.com