@Gambit
Perfectly doable
Perfectly doable
Perfectly doable
Of course
Perfectly doable
Definitely
Broher Gambit, this is a sweet music to my ears :D
This can also be the place where you choose one of your squads if you want.
Whatever you like.
But then, HQ would need to be present on the map, correct?
Gameplay value would be "poor" without additional "tricks"... For example if you see that your squad is loosing, you would retreat. And that's it. The idea is excellent of course!! I am only saying that it requires some more refinement.
This Thud said: "Based on what you cap, you get X,Y,Z attribs or buildable heroes?",... Is a good option, but we must first decide a more concrete "chess" gameplay :twisted:
And these brother Kekoulis said:
" Skull probe is not useless.I suggest having either the Critical Point or the Relic give to the squad that captures it infiltration.Thus the Skull probe becomes useful.The other races can get something similar", and "The Strategic point can give the random upgrades.But I recommend that the Relics either give more powerful versions of the weapons or the heavier stuff.",... are Definitely towards the right direction :thumbsuphappy:
I agree. I thought about this a bit this morning and maybe we could spice things up by using weather victory conditions. We could use them either as they are or tweak them a bit. For example, we could introduce two types of storms, snow storm and sand storm, both of them drastically shorten your sight and thus range while individually, snow storm slows down your squad and sand storm deals small amount of damage per second.
We can use the weapons trick Kekoulis suggested and addition of a single hero after Relic is captured, maybe we could divided weapons into tiers, similar to what was done in DoW 2, we dont change weapon outlook, we change their stats so for example after taking a SP, squad could get standard heavy bolters or unique heavy bolters which have more damage and slow down enemies, for example.
Could we give squads ability to spawn turrets, that is, one turret with limited time on the map which would help out during the combat? Maybe this could be hard coded ability for every squad so it does not belong to those three abilities which change by taking CL.
Also, I think things could be spiced up by having deep strike ability for all units, also hard coded, with certain recharge time, maybe thirty seconds. Could be used for ambushes. For example, you captured a SP and have moved on, you are on the other side of the map when you notice Ork squad going for your SP, you deep strike and attack it all of a sudden. Deep strike would have infinite range, or at least big enough to cover the entire map. I think this ability would shine in team vs team gameplay.
Could we add pickups for the map, health, power, requisition, and similar stuff?
I have been thinking on another idea for some time, unrelated to this, but what do you think of introducing, besides HP and morale, another value to every squad, ammo? Ammo would visually be represented by red bar beneath morale while in game, it would actually be measured as time spent in range combat, so one second of range combat is one ammo. Lets say Space Marine squad has 100 ammo, this would mean they can engage in range combat for 100 seconds. After ammo is expended, they would have only their melee attack. I was planing to use this in the regular game as I think it would give more depth to the strategic element of DoW, but it could be used here as well I guess.
One thing that I see as problematic is the issue would the game be able to differentiate between range combat and melee combat? I presume it can but thought to ask, because it would be contra-productive to have ammo thats being wasted while squad is locked in close combat.
AI will perform poorly. The only solution is to tinker with the SCaR/AI, and:
- Have the SCaR spawn a specific dummy squad.
- Have the AI count for that squad ON INIT, so that to enter Kill-Team mode.
- ... And l will have to code the AI tactic of each specific squad + the CORE AI plans, to make it work well with an AI opponent.
DOABLE
I think I got what you are saying, if it makes it easier for you, after talking with Kekoulis last night, I think this project could benefit from being turned into a proper mod. I would presume some things would be easier to do that way?
I can even go so far as asking brother Evil Isador for an INITIAL UI screen for the Unit selection :twisted:
Sure, why not, and invite him to this thread, if you dont mind, maybe he would like to join the discussion and have some suggestions of his own. Ah yes, that "
The only matter is... TIME!!!
Ah yes, that "good" friend of ours :D
If thud takes over the AI plan part, I can take over the SCaR coding :grad:
But I cannot do both ! ... Unless you want to leave the AI support for later.
I would like to finish everything before we publish it, and if Thud can takeover the AI part that would be great, however, I know you guys have bunch of other obligations, but at least we started and I am really satisfied with the initial response and suggestions.
Anyway, I will need a good overall design for this to motivate me. :p
We shall try brother Gambit to meet your high standards :D
@Roderick
My two cents, I see extremely necessary to use the "blockable" LOS weapons attributes instead those of the vanilla DOW, as the terrain is something you want to use in your favor.
I agree, it would add another dimension to the game, but I presume that then the project would have to become a proper mod, which is fine by me?
How long is it expected to last a game? The squads will use the durability of the standard game or will be tweaked? What are the balance, pros and cons when you choose one or other kind of squad? I assume melee ones are in disadvantage or are they considered?
Well, I saw this as a fast paced gameplay mod, I guess it would depend from players and maps, especially maps given that 8 player maps would be large battle ground for single squad armies. Original idea is that squads would use their normal stats, however, that can change during development. Balance, pros and cons, well given that one squad can access all abilities of its race, balance is somewhat of an issue as you can have a Guardian squad with an eldritch storm, but I would say this is what would make game play interesting, you dont really know what your enemy has at their disposal so you cant just rush them and take them out just like that. Benefits of choosing different squads, that is a good question, I guess, will need to think about it, but speed, durability, what combat suits you (melee or range) are some things to take into consideration.
Is the gameplay thought for the 9 vanilla ones or should be extended to other races mods?
Again, planned this for the 9 vanilla races, but Kekoulis told me there would be no issues in adding other races, so if we can, we should add other races too.
I am assuming you control a squad, not a single unit as a moba hero or as a Battle Royale... right?
Yeah, player controls a squad, I usually use squad and unit as synonyms.