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I want to avoid "do not keep army at home" style like in Travian or Ogame (there is a timer, you send army and wait, once they arrive they fight, then they return. Defender can spot the army and withrdaw leaving the home empty to avoid soldiers casualities. In short the point of the game is to avoid fighting and keep army on the move, which is, let's face it, very uncool .I also would like if the combat was consistent with the economy part.My idea:I was thinking about some military turns, which are given the same way the usual "economy" turns are given. These can be used to launch invasions (in such case invasion is instant, all is ressolved at once and land gained or not). There is an additional limit that a player can be invaded only once per day by the same player (althrough I'm not sure if such limit should be implemented). As for combat casualities I have no clue yet
Do something fundamentally different.
There's one very good czech game on the very similar principles and it works - 120 turns per day/360 max, 20max attacks per day, 3 max attacks in 120 turn to get 120 turn protection
*) I ask for this word in almost every thread, but I won't give up Smiley How would you name a game time between two replays? In rought translation from my language it's something like eon, but that just sounds bad
*) I ask for this word in almost every thread, but I won't give up Smiley How would you name a game time between two replays?
I'm not sure but it's most probably 20 attacks from midnight to midnight
In this game there are towns spread over a map.
Maybe attacks aren't about army size at all, they're decided by comparing the series of tactics the players pick.
As for combat casualities I have no clue yet
Quote from: jannesiera on June 17, 2009, 02:55:26 PMIn this game there are towns spread over a map.In my game there are only 4 variables connected to resources: land, gold, workers, soldiers. There is no map of any kind, only list of players to attack. So, this combat system will not work.
I had problems with "inventing" the topics name, so to clarify: What I look for is a combat system that will work with the economy system described on the first post. Also, the game will not be a war game, or at least not fully war game. I think in the end it will be an economy/strategy game with a solid warfare elements (but warfare will not be the main activity). Anyway, all other elements (like decision making) are irrelevent, at least for now, once I get the solid combat then I will worry about these. But first, combat, it is the weakest chain in my design and I need to deal with it first
as for chris's game plan....sounds good, pick a common game type and just evolve it slightly...low risk....sound buisness decision
If it's not about combat then why worry so much? When you're designing other parts this will come as naturally. And if you don't want something original and refreshing then just put some restrictions here and there. So what's the problem?
QuoteIf it's not about combat then why worry so much? When you're designing other parts this will come as naturally. And if you don't want something original and refreshing then just put some restrictions here and there. So what's the problem? It's purely personal. I consider my combat design skills inferior compared to my economy design skills. That's why even when making non war game I start with combat
But really, if you start with your strong economical design combat should follow naturally. (offcourse your design is probably different from mine)