Re:Stronghold Games: New/Altered Gameplay Concepts (1 viewing) (1) Guest
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TOPIC: Re:Stronghold Games: New/Altered Gameplay Concepts
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Re:Stronghold Games: New/Altered Gameplay Concepts 1 Year ago
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Yes indeed, of course, lighting it on fire would be what destroyed it, not the arrows. There should be a threshold for fire arrows that if passed would light certain siege up. Though I am not sure, but I think they might have covered the wood in some kind of flame resistant resin or something. And there were people ready to put fires out on siege equipment, so it might just be better to leave it alone, though I think not.
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Re:Stronghold Games: New/Altered Gameplay Concepts 1 Year ago
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Praios wrote:
QUOTE: JoeJohn Mosser wrote:
QUOTE: Great post! Yes, in the medieval times lords would raid villages without taking them, leaving the occupants the work of rebuilding. And yes troops should not be able to destroy buildings or walls with they're weapons. Also what would be cool is this: Arrows do not damage siege equipment! That's right! The only things that should: Melee, and enemy siege equipment. This would make ballista so important to survival. The only way arrows would damage is if they shot the engineers or something. And lords also had several castles too. Joe.
I agree ...
with one exception maybe ...
fire arrows, in contrast to normal arrows, should be able to damage siege equipment (and not only kill off the enginneers)
Good point. Fire arrows would indeed cause damage.
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Another Idea 4 1 Year ago
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Combat and strategy in all the stronghold games has a lot that could be improved with time. The animations units use when attacking look mired. There should be a more defined movement from swing to contact that could be implemented by cutting out some of the waiting time between the start and finish of a strike. Watching them fight is fun but it could be improved. One thing I noticed is troops cluster too much during a fight. If a script for collision was made for units, like those on buildings and applied too moving units it would fix the clustering. If that can't be done, there should be a script to keep the units a little more spread out in formation, yet still close to the targets.
Men at arms and ranged units will waste a lot of shots on only a few units, there should be a way to have them use just enough shots to kill each target, instead of wasting it on a doomed target. The ranged units almost always hit the target, thus they have to do less damage. There should be a way for ranged units to miss more over distance and then, they could have more realistic damage and longer range. Men at arms, could simply be very accurate but have a bit shorter range and less recovery time for spears. Ladder men should be able to keep a ladder from being piked off while holding it. After the ladder man is shot or killed only then should the ladder be able to be piked.
The difference between the strengths and weaknesses of units should be more strategically focused rather than forced on the player. Currently, for example, swordsmen are extremely slow and strong, and mace men are light and fast. This difference is necessary for strategy but it should not be so extreme. As with all units, the player should not be forced to have to use mace men to clear a wall of archers, and swordsmen to take all the beating. Yes obviously one is better suited than the other for certain tasks and I would not change that, but if the player only has one unit type then they should be able to substitute except where ranged units and siege equipment are concerned. For that to happen you need all the units to have more in common (for in reality they are all just people and one could easily substitute for another by changing weapons).
All the units and walls need to be more durable to make a siege more enjoyable, ongoing and fun. As I mentioned before there should be a way for the player to arrange their own troops based on the available weapons. That way you could make full use of your stock and keep the units more substitutable. When you make units and you have a ton of gold and few weapons you keep having to buy the weapons in bulk (given that they are available) until you have time and space to make more, and sometimes you just need a siege. There should be a switch you can flip in the barracks saying, "purchase weapons for troops" and if they are available for that mission you should then be able to automatically apply the price of the weapons to the troops your hiring and cut out the middle man. They should add a light cavalry to the game. Knights are awesome for on ground and horseback being the ultimate melee unit, but there should be a light cavalry unit like in SH2 that requires a spear and horse as well as more gold. Of course if players could arrange their own units that would be another possibility that would arise out of making troops based on the weapons available and not so much the weapons based on the troops.
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Re:Stronghold Games: New/Altered Gameplay Concepts 1 Year ago
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Yeah this is a great idea! Fire arrows would damage siege engines. Except for sheilds and rams covered with skins to prevent this. This would make ballista necessary to rip pieces out of it. Joe.
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