Frogboy:
irongamer:
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Not exactly related to WE-GO, but ...
Combat that should be allowed to lasts multiple days. It is epic, fun, and resolve a lot of problems. "Combat ends after N sub-turns", but it is continued at the exact same location with the still living forces when next game turns arrive. Enforcement can be brought in from both side (and allies) when next game turn arrive.
Any comment? I think this is way better than TTBC or RTS.
I don't mind turns as being mere abstractions, honestly. However 4 turns per year (1 per season) might be best. I suppose it really just depends on how long games last.
For instance, Fall From Heaven games usually last 200-300 turns. beyond that is (a long game) but thats just on quick speed.
In fact, in multiplayer, when turn 200, 250, or 300 are reached we consider those "long ass game" benchmarks. Paradoxically, the first 100 turns pass by remarkably fast, and almost EVERY game has at least 100 turns.
Therefore, turns 120-190 turn into the real meat of most Fall From Heaven games, although some games "start" at around turn 75 as opposed to turn 120.
Additionally, the first 50 turns are extremely fast while turns 50 - 100 are your typical "rush turns" for someone trying to kill another player with some cheesy rush or another. This assumes, of course, that no one rushes from turn 1 with starting units.
For most roleplaying games, we have a rule that no one may declar war before turn 100, and in other versions the "rushing civs" can declare war in turns 50-100. And in other versions limited proxy wars can be fought before turn 100 as long as city capturing is not a goal, and its only a raiding party.
If aging will be implemented, your champions will die quite fast, if 1 year = 4 turns & the lifespan of the champions = human average. Perhaps 1 year should "last" for 12 turns, IE. 1 month = 1 turn.
This can be solved, and it is the only 'crux' of WE-GO system. More importantly, the RTS combat engine has been completed, so the RTS part of the WE-GO is already there. Only major tweaking is needed to resolve this issue. But, how many 'engineering hours' will Brad need to make WE-GO? I guess not much.
It is just that he may not be convinced WE-GO is better system for his audience, if it is the default system.
In pigeonpigeon's #29 screenie, it does not look like a TILE-BASED combat at all. It look like RTS (or thereby probably WE-GO).
pigeonpigeon, are u going to post more combat pics for analysing?!
Climber - We only have a few tactical combat related screenies. This is the latest ->
Quoting Tormy- "Climber - We only have a few tactical combat related screenies. This is the latest -> " And it's also my current Desktop , Freakin love that pic.
Yeah, I love it as well!...can't wait for Beta3.
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