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 PostPosted: 12 Sep, 2010 
 

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No no no no no no no. This is not Warcraft 3. AND NO STORE. Please do not go down this road, it only leads to tedious and random-feeling gameplay.

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 PostPosted: 12 Sep, 2010 
 
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No civilian units either like on some SupCom maps?

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 PostPosted: 12 Sep, 2010 
 

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AngryZealot wrote:
No no no no no no no. This is not Warcraft 3. AND NO STORE. Please do not go down this road, it only leads to tedious and random-feeling gameplay.

THIS.

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 12 Sep, 2010 
 

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I disagree. If it's well implented I think it would add some of the character to the game that SupCom was missing.
Maybe not stores though, I dunno.


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 PostPosted: 12 Sep, 2010 
 

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chosan wrote:
I disagree. If it's well implented I think it would add some of the character to the game that SupCom was missing.
Maybe not stores though, I dunno.

All Supreme Commander needed was proper faction diversity.

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 PostPosted: 12 Sep, 2010 
 
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AngryZealot is right, I already have Warcraft III and I'd like a new, fresh game!

The last thing KnC needs are creeps randomly dropping items. I thought after the whole weather debate we were finally all on the same page:
Randomness in RTS doesn't make for good gameplay.

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 PostPosted: 12 Sep, 2010 
 
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Also not a huge fan of having a store and creeps.


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 PostPosted: 12 Sep, 2010 
 
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I think it would be better if capturing neutral objects/areas on the map like civilian towns would give bonus items/boosts. It would add to the strategic feel of the game, like "I shall seize this town and its superior plows, then occupy that mining town and take the mining pickaxes. This third village is where good battle helmets are made, I plan to take it to obtain those helmets" rather than "I'm going to kill random things around the map and then stuff will pop out of them for me to collect."

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 PostPosted: 13 Sep, 2010 
 
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AngryZealot wrote:
No no no no no no no. This is not Warcraft 3. AND NO STORE. Please do not go down this road, it only leads to tedious and random-feeling gameplay.

I strongly disagree. K&C should not simply be a Supreme Commander in a Medieval/Fantasy Setting. A grand scale RPG, so to speak, would be far more interesting.

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 PostPosted: 13 Sep, 2010 
 
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Spooky wrote:
A grand scale RPG, so to speak, would be far more interesting.

Now that could be interesting but I don't think that's what CT plans to create:
Official press release wrote:
REDMOND, WA (FEBRUARY 15, 2010) – Gas Powered Games announced today that work has started on Kings and Castles, an epic real-time strategy game

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 PostPosted: 13 Sep, 2010 
 
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I didn't mean literally ;). Of course it's an RTS, but obviously with even more RPG elements, so that you may even view it as an RPG on some level.

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 PostPosted: 13 Sep, 2010 
 
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Spooky wrote:
Of course it's an RTS, but obviously with even more RPG elements...

In that case what I said earlier applies again:
Col. Jessep wrote:
Randomness in RTS doesn't make for good gameplay.

:wink:

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 PostPosted: 13 Sep, 2010 
 
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Lies. random projectile spread in supcom games are part of the game. see:artillery. or any non-missile longish ranged weapon. you can cope fine with that randomness, why not other randomness?
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 PostPosted: 13 Sep, 2010 
 
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Yeah we already have randomness in TA/SupCom/FA/SupCom2. And you can't simply state, that randomness in an RPG styled grand scale RTS like K&C will have such a negative effect on the gameplay.

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 PostPosted: 13 Sep, 2010 
 

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The randomness in those is accounted for by sheer, numerical, strength - firing randomness in tanks is tends towards expectation values (averages for the layman).

That can only apply to items and such if you pick up several hundred each match. Projectiles are on a grand scale because you fire thousands of them, items will only number in the few.

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Nephylim wrote:
But, an FA army in an FA environment just looks... right.
help wrote:
Does anyone know how to use air transports? I cant get them to pick up troops.


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 PostPosted: 13 Sep, 2010 
 
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What BM said. The inherit randomness in a simulation engine is not comparable to an item system that gives you randomized buffs. Either the differences between items are insignificant - which makes the whole game mechanic useless - or they will screw up multiplayer. It was a bad game mechanic in Warcraft III and it will be a bad game mechanic in KnC multiplayer.

Besides, I don't want to be forced into one strategy because I found a certain item by random chance. The decision which strategy a player wants to use to fight his enemy should be his.

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 PostPosted: 13 Sep, 2010 
 

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Col. Jessep wrote:
What BM said. The inherit randomness in a simulation engine is not comparable to an item system that gives you randomized buffs. Either the differences between items are insignificant - which makes the whole game mechanic useless - or they will screw up multiplayer. It was a bad game mechanic in Warcraft III and it will be a bad game mechanic in KnC multiplayer.

Besides, I don't want to be forced into one strategy because I found a certain item by random chance. The decision which strategy a player wants to use to fight his enemy should be his.


You're blowing up this thing IMO. You don't know how it will be implented, none of us do. Saying it will ruin the entire is game is taking it too far.


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 PostPosted: 13 Sep, 2010 
 
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chosan wrote:
You're blowing up this thing IMO. You don't know how it will be implented, none of us do. Saying it will ruin the entire is game is taking it too far.

Indeed.

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 PostPosted: 13 Sep, 2010 
 
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chosan wrote:
You're blowing up this thing IMO.

I just don't want Warcraft 3.5... :(

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 PostPosted: 13 Sep, 2010 
 
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i can only agree with chosan and spooky. you have absolutely no idea how items will be implemented and while we understand that you're just expressing your worst fears about the system, its too early to know anything for certain. until we do learn more, sit back, relax, and bite your nails off. :p

As for balance in multiplayer/skirmish, i specifically made this thread for that topic.


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 PostPosted: 13 Sep, 2010 
 

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Items will exponentially amplify how the state of the game determines the victor. For example, player 1 has 15000 gold. Player 2 has 14500 gold. Player 1 buys Uber Sword of the Gods +5000 damage and wins. Player 2 was only behind in gold by 3%. Item systems turn minor differences into catastrophic turning points, which only adds to the frustration experienced by players. The alternative is that items have only minor effects on gameplay, in which case GPG should divert their development time elsewhere.

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 PostPosted: 13 Sep, 2010 
 
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Col. Jessep wrote:
AngryZealot is right, I already have Warcraft III and I'd like a new, fresh game!

Everything about KnC screams fresh and new. I really doubt we're going to get a Warcraft III clone, Jessop. TA and Starcraft fans hate each other too much for that. :P

I'm not sure randomized drops is the best way to go. Perhaps creeps would give gold that could be used to purchase items. That removes the random element.

The item problem plagued Demigod, though. Once a team was fed they usually had an advantage the entire game.The "waiting to lose" mechanic is what cause so much ragequitting, and if this problem exists in KnC then we'll see lots of ragequitting here as well. If the item system brings this mechanic then I'm flat out against it. Otherwise, I don't see a problem.

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 PostPosted: 13 Sep, 2010 
 
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re1wind wrote:
i can only agree with chosan and spooky. you have absolutely no idea how items will be implemented and while we understand that you're just expressing your worst fears about the system, its too early to know anything for certain. until we do learn more, sit back, relax, and bite your nails off. :p

No no, this is a gaming forum, we are supposed to bite each others head off... ;)

I made a new topic with an idea how items and creeps could work in single- and multiplayer without randomness:
viewtopic.php?f=49&t=48229

Like Epi said, it's a little bit like the flags in Demigod. I think they were great for gameplay. What do you guys think?

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 PostPosted: 13 Sep, 2010 
 
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Pfff, i made the first item-related thread, being all sensible, and nobody bites. it even includes a permutation of the concept of sub-races and more multiplayer options!

:'[

I don't mind enemy units in mp games as they offer some unit xp anyways (Ta, supcom, FA) and reclaimable/capturable wreaks/buildings.


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 PostPosted: 13 Sep, 2010 
 
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re1wind wrote:
Pfff, i made the first item-related thread, being all sensible, and nobody bites.

But wheres the drama? A forum discussion needs some drama, it makes for good entertainment! Image

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