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Nacho

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Landsmen

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  1. What a great game it was... very similar to UGCW
  2. Since always and in all strategy games the "battle timers" had annoyed me heavily. Being forced to rush into that "optimum path" to victory Fulfill the objectives in x time or you lose (or the scenario ends) feels artificial even if the logic behind it is totally understandable and cannot be dismissed. So why not replace it.... in RL battles the main problem of time was the possibility of the enemy getting reinforcement or your side losing a time window... Then why not build it as that a %... a % that will grow as time passes... that will reach 100% at some point.... That % could be the enemy receiving reinforcements (of variable size maybe?), or a storm that start to fall ending the engagment... so many possibilities... Having a fixed timer always has made me feel as if the battle is too scripted leaving zero chance of replaybility and randomness...
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