Game play suggestions
suggestions for game play
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- Posts: 18
- Joined: Tue Oct 05, 2010 4:17 pm
raised turret
I would like to see a second build option for the allied turret. Could we have a second turret built up on a chunk of wall that would be able to fire over walls and structures. I think the price would be around 800 in comparison to the standard ground based one.
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- Posts: 18
- Joined: Tue Oct 05, 2010 4:17 pm
I just got done playing a 3 hr game on seru's competition map for 8. It ended in a stale mate, maybe a win for me if I kept at it for another hour. It got me thinking for those long drawn out games what might turn the tide would be purchasing up tech grades.
On another tab make a tech tab. On that tab you can purchase special abilities such as: increase build speed for war factory ($5,000 increase build speed by 10% for example) or better ore miners, or tougher; faster troops, increase range of defensive structures, ect. This style of game play is common with modern RTS games of the day so it should be in keeping with the idea of openRA's modern styling. I really would like to see something like this implemented.
On another tab make a tech tab. On that tab you can purchase special abilities such as: increase build speed for war factory ($5,000 increase build speed by 10% for example) or better ore miners, or tougher; faster troops, increase range of defensive structures, ect. This style of game play is common with modern RTS games of the day so it should be in keeping with the idea of openRA's modern styling. I really would like to see something like this implemented.
use flood fill algorithm to mark all the water regions. Everytime a building is built or destroyed check if it is within attackable radius from any water regions. If it is put it in that regions list of attackable buildings. If the AI can build ships in a water region that has attackable enemy buildings or enemy ships then do so.
This alone is enough or need something else to be able to put the ships?FreakNigh wrote: ↑use flood fill algorithm to mark all the water regions. Everytime a building is built or destroyed check if it is within attackable radius from any water regions. If it is put it in that regions list of attackable buildings. If the AI can build ships in a water region that has attackable enemy buildings or enemy ships then do so.
I checked sources already, changed and compiled some code. AI now can build shipyards, naval units. BUT! AI naval units just stay near shipyard and don't attack my base. They just guarding the area and shoots only when my units is near. I can't find a clue to make AI ships attack the enemy basesAMDK62500 wrote: ↑Is there a way for them to build ships?
Also I'm find some things which not present yet in OpenRA AI players(depends on original RA):
-I add the engineers, but they won't capture buildings
-APC's and other transport without infantry
-they not build ore trucks from war factory, because can't move after this FIXED
-without special weapons (except the GPS satellite)
-planes won't attack
Re: Game play suggestions
You want to keep the Old RA Feel rather what we know now, let me stateragingirish wrote: ↑I figure this area can be where we make suggestions for the game.
I'll start
1. Tanya should not be available to Russia.
2. Allies need an AA mobile unit.
3. Dogs for Allies
4. A10 for Allies give back the Hind to Russia?
5. Where is the thief?
6. Spies to work similar to RA2
5. If Russia gets a free Paratrooper drop what should the Allies get.
6. Gap generators, mobile gap generator, radar jammer, chrono tank, mechanic
7. Can we get rid of the need for silos?
I know most of this will be addressed in future builds. Just wanted to have a suggestion box for myself and others. As the game stands right now in Alpha I love it.
Q. Tanya should not be available to Russia.
A. Thats a good idea, Volkov was Soviets Elite unit!
Q. Allies need an AA mobile unit.
A. Are Rocket Troopers/Destroyers aint enough?
Q. Dogs for Allies
A. NO!, its not RA2, this is RA1/Retaliation!
Q. A10 for Allies give back the Hind to Russia?
A. I feel that both sides get them Hind and Longbow, as they help balance the sky a bit
Q. Where is the thief?
A. Yeah, where is it
Q. Spies to work similar to RA2
A. NO! again, this needs to keep the old RA1 feel and not RA2
Q. If Russia gets a free Paratrooper drop what should the Allies get.
A. Perhaps allies should get it too
Q. Gap generators, mobile gap generator, radar jammer, chrono tank, mechanic
A. Wonder why i couldnt see them, perhaps they are just developing them?
Q. Can we get rid of the need for silos?
A. Keep to the old C&C/RA feel, i do agree keeping the silo's, because your capped thus, adds slight stratergy in play, you earn cash, with no cap, you might was well add an Infinty ore field instead!
As for the new stuff in RA, i would not like to change its feel, if thats the case, a seperate mod then, for the new comers, and keep the old RA feel for the old timers