Further suggestions

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Further suggestions

Postby Wrannie on 08 Dec 2008, 23:02

My post about the units on the wiki made me thinking - shouldn't cities have some extra defenses? Am I correct that they act like a plain territory now?

Something like if you hold for a number of turns you get city walls and for a couple more turns air defenses that reduce attack power or need to be destroyed first? Maybe it will complicate the game too much though...

And here a list (with elaborations) of my previous ones :P

observe/spectator mode - I imagine that like kibitzing on chess/backgammon/card games - with allow/disallow chat option for spectators

3 types of servers:
rated
unrated
training - against bots - if you care to develop AI

That production fog - some information on the wiki would be awesome, cause I still don't quite get the core/queue magic.
For example, if I sacrifice a Trooper against a normal city - I lose it but my opponent won't get 1 in return?
And then if I attack a mega city I lose 1 but nullify a production of 2? So that sounds like a gain to me...
Or is this production centered in one city at the mysterious "core" and when I attack that all production starts anew for my opponent?
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Re: Further suggestions

Postby SephiRok on 08 Dec 2008, 23:53

Wrannie wrote:observe/spectator mode - I imagine that like kibitzing on chess/backgammon/card games - with allow/disallow chat option for spectators

A spectator will just be a grayed out player which will have the full map revealed and probably be only able to chat with other spectators (though could make that a server option).

I'm not sure yet if we will or how we will prevent cheating if someone connects with two clients. Probably the only thing is to disable spectators if you're afraid of it (server option), or limit to one player per IP. Another option would be for the spectators to be 1 turn behind, but void doesn't like that.

Since it's a turn-based game you could even play for two players in a FFA match. Perhaps we should eventually limit that as well.

Wrannie wrote:3 types of servers:
rated
unrated
training - against bots - if you care to develop AI

Some of the official servers will be rated, yes.

As far as bots go, programming the AI wouldn't be hard and actually fun, the annoying thing is integrating it with the rest of the game. It's just very low priority.

I'll let void answer the rest.
– Rok 足

Toto, I've a feeling we're not in Kansas anymore.
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Re: Further suggestions

Postby PhilCK on 22 Dec 2008, 12:35

Bots would be good, if not to pick up where a player left on disconnect. as that can be a bit anti climatic when somebody leaves in mid game, but only a gripe.
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Re: Further suggestions

Postby Bianary on 20 Jan 2009, 07:15

I just thought of some feedback. You can currently use two of the same operation on one tile, and missile/satellite are entirely wasted if you do. Can that be disabled for those operations?
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