Author Topic: More choices in the strategic game that affect the tactical game  (Read 7932 times)

Offline KingIsaacLinksr

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Re: More choices in the strategic game that affect the tactical game
« Reply #15 on: October 10, 2011, 09:31:45 pm »
I wonder if we broke Chris. He hasn't made a post all day since that one. He's probably off somewhere trying to put his Civ IV CD and a cartridge of Metroid in a blender and hitting frappé.

lmao.  That would be scary if it was true.  o_O

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Offline goodgimp

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Re: More choices in the strategic game that affect the tactical game
« Reply #16 on: October 10, 2011, 10:50:11 pm »
I wonder if we broke Chris. He hasn't made a post all day since that one. He's probably off somewhere trying to put his Civ IV CD and a cartridge of Metroid in a blender and hitting frappé.

:D I just assumed they were frantically trying to unbreak all the stuff that broke with the multiplayer work!

Offline Gallant Dragon

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Re: More choices in the strategic game that affect the tactical game
« Reply #17 on: October 10, 2011, 11:20:23 pm »
I wonder if we broke Chris. He hasn't made a post all day since that one. He's probably off somewhere trying to put his Civ IV CD and a cartridge of Metroid in a blender and hitting frappé.

But that will never work!  he forgot to burn AI War and Dwarf Fortress onto a CD and add those!
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Offline Rekka

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Re: More choices in the strategic game that affect the tactical game
« Reply #18 on: October 11, 2011, 04:48:08 am »
Definitely interested in the 4X side of the game to be developped after 1.0. :)

Offline nat_401

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Re: More choices in the strategic game that affect the tactical game
« Reply #19 on: October 11, 2011, 04:52:03 am »
Dear god I so want this to evolve into a full 4X game as well as an action platformer, that would be awesome, wrapped up in amazing and sprinkled with damn good fun. To replace a shattered hostile world and its scattered survivors with a slowly improving civilization, personally fighting for and laying down every house, manufactory, field, place of learning, defending this and slowly managing to regain what was seemingly lost forever, against the very world which seeks to deviour you even as you struggle to tame it, in a never ending struggle, with magic! And the ability to turn into a bat and throw rhino's! I think that sort of game is the sort that I wouldnt ever stop playing.
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Offline Echo35

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Re: More choices in the strategic game that affect the tactical game
« Reply #20 on: October 11, 2011, 11:54:40 am »
Definitely interested in the 4X side of the game to be developped after 1.0. :)

Yeah, I'm holding off making any comments or suggestions on the strategic map until the game is farther along. Looking at all the cool stuff that exists in AI War, it wouldn't surprise me if Chris has all sorts of mad ideas for the strategic play.

Offline stblr

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Re: More choices in the strategic game that affect the tactical game
« Reply #21 on: October 11, 2011, 01:21:52 pm »
One more vote for more 4X elements. I love the idea of rebuilding an entire civilization from the ground up however I see fit. I can imagine all of these interlocking parts, like building a quarry on a region with iron, having a road to automatically transport it to a region where I've built a factory, with characters specialized in crafting create new and better items for me to use in my continued exploration of the world map. The possibilities are endless.

Offline superking

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Re: More choices in the strategic game that affect the tactical game
« Reply #22 on: October 11, 2011, 03:54:49 pm »
in this thread: chris realises he is marketing a platformer to a forum of 4X nerds  :D

Offline chemical_art

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Re: More choices in the strategic game that affect the tactical game
« Reply #23 on: October 11, 2011, 04:22:19 pm »
in this thread: chris realises he is marketing a platformer to a forum of 4X nerds  :D

He'd best hurry up as well if he wants more money. I'm not buying till they get in place. I'm bored with what I am reading so far, but that's just me (honest! the game looks fine! just not my cup of tea).
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Offline x4000

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Re: More choices in the strategic game that affect the tactical game
« Reply #24 on: October 11, 2011, 04:52:45 pm »
Thanks for the notes, folks -- I've been off with some unexpected personal stuff yesterday, and then am just catching up with everything today.

In terms of folks in this forum wanting more 4X elements, that's no real surprise. ;)  But it's a matter of what the general AVWW audience winds up wanting as the game evolves.  My expectation is that there will be a lot of support for it across the board, honestly, as it's one of the cooler things about the game.

In terms of the actual 4X elements, I should also note that that is squarely Keith's area.  I'm offering support and so on for it, but he's the main designer on that side of things, and the main programmer.  I'm handling the worldbuilding and adventure side of things, and we're both working on the stuff where they overlap (which we try and make as much as possible).  Right now Keith is hardcore up to his elbows in multiplayer guts, so most of the macrogame stuff is going to be pretty unchanging for a week or two at least while the multiplayer gets cleaned up and bugtested.

One more note: this game is a Metroidvania-style Action-Adventure game at core.  Anyone who is just coming for the 4X would be really disappointed because they're still going to spend a lot of time in the main genre of this game.  The 4X layer is meant to augment and enrich the main gameplay, not replace it.

And the very last note: sure, beating an overlord doesn't even have any fanfare right now.  Early beta. ;)  I hope we'll be able to make literal parades and confetti in the settlement areas later, and there will be other various long-term effects, too.  Right now you get the shards (a lot of them), and the massive morale boost for a lot of turns.
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Offline Armanant

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Re: More choices in the strategic game that affect the tactical game
« Reply #25 on: October 11, 2011, 05:23:54 pm »
Yeah, any chance of allowing morale to do something for values over 100? I mean, I had my citizens at >14000, but if it all just gets neutered back down to 100 (which they never drop off from anyway...) it has no practical effect

Offline chemical_art

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Re: More choices in the strategic game that affect the tactical game
« Reply #26 on: October 11, 2011, 06:20:45 pm »

And the very last note: sure, beating an overlord doesn't even have any fanfare right now.  Early beta. ;)  I hope we'll be able to make literal parades and confetti in the settlement areas later, and there will be other various long-term effects, too.

I grinned when I read this. That's also why I haven't bought it yet: I want to wait for all these polished things before I dive into the game for the first time. That way it's all really fresh and exciting.
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Offline chemical_art

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Re: More choices in the strategic game that affect the tactical game
« Reply #27 on: October 11, 2011, 06:22:44 pm »
Yeah, any chance of allowing morale to do something for values over 100? I mean, I had my citizens at >14000, but if it all just gets neutered back down to 100 (which they never drop off from anyway...) it has no practical effect

Completely shooting in the dark here, but to need exponentially increasing amounts of morale for increasing effects after 100 could work...whatever morale does (I wouldn't know! haha)
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Offline eRe4s3r

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Re: More choices in the strategic game that affect the tactical game
« Reply #28 on: October 11, 2011, 07:12:28 pm »
If you only play every 5th patch its still always fresh and exciting ;p only in the beta can you experience that ^^
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Offline Gallant Dragon

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Re: More choices in the strategic game that affect the tactical game
« Reply #29 on: October 11, 2011, 07:50:13 pm »
[sarge]... and Simmons WILL BE IN CHARGE OF CONFETTI![/sarge]
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