Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,035
A bonus to hit.When you are surrounded, do the attackers get a bonus to hit you as well or do you also get a penalty to attack any of them?
A bonus to hit.When you are surrounded, do the attackers get a bonus to hit you as well or do you also get a penalty to attack any of them?
Why would you need all this crap to be explicit?Formations
What part of "explicit" did you not get?Ancient people were fighting in formations long before they came up with "weird shit like 'turtle'".
Tactics is not LARPing.Yes, you can still position your troops like that manually and control them individually but that still doesn't address the dynamics of coordinated fighting, that and without explicit execution, that kind of gameplay requires more input and a bit of LARPing from the player because the game doesn't provide the exclusive mechanics for formation dynamics; and if it does, why not make it an easier, more sensible and a deeper experience for the player with an explicit execution? The more combat depth and control to the player, the better.
What part of "explicit" did you not get?Ancient people were fighting in formations long before they came up with "weird shit like 'turtle'".
Tactics is not LARPing.
If formations serve a purpose they do so because they *work*. They work based on same low-level rules that dictate how you stab someone with a spear and when can he defend himself against being stabbed with a spear. They don't need spearate high level rules
If I stick vulnerable units behind a wall of tanks with shields, they don't become more difficult to kill because they get more HPs or arbitrary AC bonus. They become hard to kill because the enemy can't get through the shieldwall and any attacks over shieldwall, whether against unit in formation or not, suffer penalty to range and effectiveness.
Formation do need to be specified in terms of movement and AI, but not as some sort of higher level meta-unit.
As long as positionong and facing are realised in mechanics, then so are formations.Anything is LARPing when the player operates on an assumption that isn't realised in the mechanics.
You're answering a wrong question here. The right question is whether the mechanics is subtle enough to be capable of distinguishing between formation and group of individual fighters, positioned and moving as if they were a formation.Doesn't explain why ancient soldiers received formation training for centuries. There is more to fighting in formations than simply using your martial knowledge. Two men fighting side by side is different to two men fighting together.
If attacks over and around obstacles and, especially hostile troops, are automatically hindered, then whatever bonuses formation would assign are automatically accounted for.You are not making sense. The two sentences contradict each other. If your target is harder to kill because you can't get through the shieldwall or attack over the shieldwall, then that automatically constitutes as an AC bonus of some sort, in addition to whatever other modifiers.
iirc the concept of facing is not modeled in AoDAs long as positionong and facing are realised in mechanics, then so are formations.Anything is LARPing when the player operates on an assumption that isn't realised in the mechanics.
You're answering a wrong question here. The right question is whether the mechanics is subtle enough to be capable of distinguishing between formation and group of individual fighters, positioned and moving as if they were a formation.
Yep.I respond with non sequiturs because I am retarded.
Ok, how is guy just behind the line of dudes with shields being difficult to hit regardless of whether he's actually formed up with them or just doing whatever "operating on assumptions that try to predict and guesstimate what the player intends to do."?I'm not low and dishonest enough to twist words just because I don't like an opinion. Enjoy swimming in your own shit.
You betcha. We've learned so much working on the game... For instance:
- challenging combat is not fun
- heroes kicks ass, they don't die 10 times per fight
- tactics are gay, real men click on enemies until they die
- skill checks suck because they limit my options
- too much text
- where are the motherfucking chests and barrels with loot, aka environmental interactivity?
- why do NPCs lie to me?
- tire textures are wrong
So, our next game, inspired by Bioshock Infinity, will take place in a floating city, up in the sky. We'll keep the Roman theme, of course, so it will be called Sky Rome. You will be able to explore the city and the clouds, which will be filled with chests, jars. Our goal is to create an infinite cloud space, so you will always see more containers with loot up ahead and will never want to stop. The game will have 3 difficulty modes: Easy (enemies die when you approach them), Normal (enemies die when you hit them) and Hardcore (enemies die on the third strike). While some people might be upset to see the Easy mode in the game, they would be able to play the game on Hardcore and experience the ultimate challenge and badassary.