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Zaduman

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  1. Darth, there must be a way to clarify what can or cannot be hit by the arty unit. Many times even when you see your target unit in LOS some times the arty doesn't fire and you dont have a clue why, trees?, a unit in front?, maybe the main body of your target can't be seen from that spot, but the info you got from the interface doesn't tell you that ? I think the best way to solve this problem with arty units is to change the way arty attacks, right know arty works by selecting a unit and firing at it. Why arty can't work like in shogun 2, where you select a zone to fire and if that unit can't fire from that spot i'll move to the nearest spot where it can shot the ordered zone. that way you could made a really nice way to reduce micromanagement imagine selecting a group or arty units. move to a desired hilltop then you order to fire a promp appears and ask for the target zone , you draw a circle using that nice arrow mechanic your team implemented the zone highlighs with a red color for a bit, after that arty units start firing if they can or movement arrows appears telling the player the nearest spot to fire at that zone. or maybe instead of that when you pick a place to shot with one arty, you receive feedback of why you cant shot at that spot and highligh a nearby zones where you can place that arty unit to futfill you order. I can get mad when my units don't follow orders for some reason, but I can get really frustated, to the point of stop playing, when that happens over and overand you don't know why even after trying to move my units to several spots . Feedback to the player (like some sort of icon on top of a unit that says line of sight blocked or partially blocked or something, TOOLTIPS when paused someone said?) is critical for enjoyment and I dont see a way, in the current state, that all these posts about arty problems will stop. I hope you read this and give it a thought. as a fan of games about this era and all your mods I wish you luck in fixing this arty mess xD.
  2. It can be done with an area of effect aura, imagine deposits placed around the battlefield that have a supply aura, to simulate ammo needs, you could just make an internal counter for shoots fired, when the unit starts to run out of ammo will, a sing will appear just like the flags, that's only when you need to take care about supply, the player can choose to go back to a supply area and get a instant recharge. if the enemy captures it. then the whole area would be cut off suplies. But i think the way you have divided battle phases makes this whole supply idea a bit out of place, A civil war soldier carried around 60 bullets to battle, and that's more that enough for the time frame scenario that you've defined. but i you expand battle phases then this would make sense. also if gameplay time concerns you a pc player woundn't mind longer battles, and for a tablet users you could keep the current time frame.
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