drabhead

drabhead

Joined Member # 4382581
2 Posts 19 Replies 149 Reputation

Frogboy already back at 0.77 i made a thread outlining how to make this game successful and now everyone wants the same things as i mentioned in that thread (my thread was locked because it was too nasty apparently). The game needs the factions to be significantly different. At that time i proposed cutting down the amounts of fractions to 4 in order to be able to really get four distinctive playing styles in place without having an overwhealmingly large problem in balancing. I also stated tha

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It's still a bad game BUT with more specialization of the different factions and differences in playing style demanded by having to choose different paths in the technology tree to win and much more attention getting paid to the tactical maps (differences in playing fields, cover, bonuses for elevation differences, AI using tactics that are apropriate for the different kinds of tactical maps, special tactical maps for different quests) then it can become a great game. 0.86 is better

209 Replies 669,483 Views

in the case of warmachine there's also alot of effort to have a balanced game yet big differences between the different factions.

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randomized battle fields with big differenses in enviorments, having places to hide, elevations that give important bonuses to ranged weapons, cliffs, obstacles.

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- have 4 factions/races instaed of the ones now. focus on differentiating them in terms of playing style as much as possible. - positioning of a town should influence battles that takes place in the town. If the town is attacked over a river to from the west, have the river in the battle. guard towers and other fortifications appear on the overhead map and if you build a city close to them you will have them as defensive structures in battles for the city. - move towards speci

3 Replies 4,220 Views