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Polar
12-18-2001, 23:24
i agree on most suggestions ppl already made, here is a few others i like to see in mtw.


hot-keys that can tell units to change number of rows in formation.

maps with objectives rather than the attacker/defender deathmach concept. such as occupy/escort a certain area/object, safely march a number of units accross the map to exit position, etc. this will be alot more fun for mp.

allow map makers to assign deploy position. every one has made maps will agree on this.

reduce the effectiveness of height advantage, especially for ranged units. this may not be so realistic, but its just a game to have fun with. to have fun, the game needs to be fair and balanced. i like to play on beautiful landscape rather than flat plain. but with the current game, its impossible to fight uphill.

ppl suggest smaller elite units. what about being able to choose unit size during unit selection? for the same money and unit type, u can either have a high training level but smaller size unit or a large but lower level unit.

this is just a wild thought. when u totally out-number and surround an enemy unit, how about it surranders instead of route and get killed? the unit will became yours, but with peasant status and low moral.

when i join a game and i dont have the map, let my pc automatically (or make it an option) download the map from the host.

make a rematch option after each game, so that we dont have to quit to the foryer and set a game and wait for ppl to join again.

last but the most important. its not a suggestion, its a must. balance the units!! with the 21 units we currently have, they were badly unblanced untill the members in our community came up with our own solution after months of playing. talk about 100 units and 12 factions with unique unit types. im not that confident with the developers.
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note: most of these are regarding to multiplayer games. i know sp and mp r totaly different, so prolly better to seperate mp from sp.

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http://chat.carleton.ca/~fbai/pix/sig1.jpg (http://www.totalwar.gametribe.net)
• UglyPolar •

[This message has been edited by Polar (edited 12-18-2001).]

Dark Phoenix
12-18-2001, 23:37
Allow attackers to setup how they like in the single player campaign like the defenders can.

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"DP is correct" - Shiro

Catiline
12-19-2001, 02:10
I think that's another way of gicing the AI a bonus in SP DP, if you could deploy you'd just thrash the AI quicker.

Some different aims for battles would be good, I always liked the idea of ambushing marching columns etc.The idea of having several maps per province lends itself to this, perhaps one large map for set piece battles, and some smaller ones for different types of conflict.

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Oderint dum metuant

ShadesWolf
12-19-2001, 04:59
Some good ideas Polar.

I've always thought that online playing was less important to the developers than single player modee.

I would like to see what the breakdown between the two was.

I loved the idea of a rematch option, that is such a simple thing to do, why had they not thought of that themselves......

I also like the surrender idea

I dont quite understand what u ment by balancing (you last comment) could you explain what u mean .......

Thks

Enter the Darkness (http://www.geocities.com/shadesofshogun)

Polar
12-19-2001, 06:34
well, over 100 unit types sounds impressive at 1st, but imagine the work that has to be done to balance them. my suggestion is to release a mp test version at least one month prior to official release. fans are the best testers.

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http://chat.carleton.ca/~fbai/pix/sig1.jpg (http://www.totalwar.gametribe.net)
• UglyPolar •

Dark Phoenix
12-19-2001, 10:22
Cat Soly has already said that it might be included, but I never take anything he says for fact. http://www.totalwar.org/ubb/wink.gif

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"DP is correct" - Shiro

Khan7
12-19-2001, 10:43
Ah, but wouldn't making it so complicated and realistic reduce its mass-market appeal? http://www.totalwar.org/ubb/wink.gif

Matt

BakaGaijin
12-19-2001, 11:26
The second thing is a good idea, but when was the last time you saw someone playing King of the Hill or Capture the Tent online?

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Disappear into the Darkness!!

Khan7
12-19-2001, 13:53
I think the main reason that there aren't terrain objectives now is that it would be entirely inaccurate considering the level of strategic scope you're dealing with in the battles as simulated.

Matt

Catiline
12-19-2001, 20:49
i play king of the Hill and Capture the Honjin now on occassion, the problem is that they're poorly implemented, They have potential but it's not utilised. the deployments for kingof the hill are silly, especially if you are unlucky and get a laggy game.


more important would be the ability, at least in friendlies to give attackers and defenders different amounts of koku

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Oderint dum metuant

Kraellin
12-20-2001, 00:20
good ideas, polar.

i've posted ideas for this game in several places and even sent a few to CA directly and indirectly, but i'll post some here again.

in your rematch option, polar, i'd add an automatic option for switching sides. if you were the attacker in the first game, in the second you would be the defender. you could even take this a step further and have an option for balancing the teams automatically in the re-match.

in the map editor it would be great to be able to import real world terrain data from real world topographical maps. railroad tycoon II allowed this and it worked very well. we'd find a map on the internet of a state or province or even a country and import the file into the map editor and voila, instant real-world heigth map. you then just added in the coloring and so on to make it complete.

add macros and scripts for the foyer, deployment stage and battle stage. automating some of the mundane would be nice.

add some timed objectives to games. delay the enemy, hold the hill for x amount of time, take the fort before nightfall, etc.

add ramparts and battlements to castles. i really want to sling some boiling oil down from the heigths and shoot some arrows from some towers ;)

land bridges, natural and man-made, and the ability to set their width.

full 3d terrain. this would allow for overhangs, caves, outcroppings, tunnels, and other natural and man-made features.

a better way to handle impassable areas so that ai troops and even human troops dont get 'hung' on the barriers.

water at all heigths, sloping rivers, waterfalls, lakes, ponds, etc, with the ability to set passable and impassable based on water depth or speed of the current.

fire and burning objects and terrain.

more terrain types. lava, swamps, high grass, water types (see above), and the ability for terrain to change on-the-fly or to change based on season or even on a random basis from game to game. flooding is the first thing that comes to mind with this one. play one map and no flood. play it again and now flooding.

overlays of textures and terrain. the current system of texturing is too stilted and sometimes hard to get the effect you want. add heigth, add base textures, add overlays for terrain features and blending, add models...that's the basic sequence for map making. overlays are those graphics that would smooth and blend the base textures and add features like little streams or even rivers.

get rid of the current tile system for maps and use something more flexible that allows for better input of heigth tweaks. making a diagonal river is a real pain with tiles.

add a glass overlay design mode to the editor. you have your map and want to design some features like a river or forest; by going into 'design mode' you would add temporary features onto the 'glass'. these features arent really on the map itself. they just overlay the map on a piece of 'glass' for a see-through effect. if you like it, then hit a button to 'add' these features into the map itself. this is also something game devs shld add to 'builder' games whereby you can plan out your town or castle or whatever, without having to commit resources only to find out something isnt going to work. 'dammit, i put that hut a millimeter too close to the other building and now i cant add my forge.' a design overlay would allow one to plan ahead without wasting resources.

more tools for the editor. a blending tool for smoothing textures one into the other. a heigth overlay for showing and planning a map's heigth. put the heigth marker back on the cursor in heigth mode. an auto-map-generator; input size of map, terrain type (flat, hilly, mountainous, swamps, etc), percentages of terrain types, and so on. hit a button, and instant map.

larger map sizes. odd map sizes. 'joined' maps.

tie the starting positions to the map or even allow, within limits, for players to decide where they'll start.

tie map descriptions to map files so that one can include his map description with the map display in the setup.

add direct ip games.

automatic penalties to anyone with the word 'ugly' in their name ;)

add 'spectator' mode for battles, so that others can watch without being on the battlefield.

add messages to paging ability in foyer or at least a location finder tag on the page itself.

make the foyer full screen with no backdrop.

make the private message area in foyer scaleable or adjustable.

allow your selection list in foyer to be the only ones that can private message you.

allow 16 players in a game, but with half the units, 8. and if you really wanted to get fancy, allow 128 players in a game with one unit only! now THAT would be wild ;)

allow unit limits to be set by host. this would include maximizing the number of any one unit to a fixed number or even allowing a fixed maximum on units themselves.

set the base honor of units in multiplayer to honor 0. no more 'selling' honor.

set armor and weapon's costs to a fixed cost. armor is armor, weapons are weapons; they've nothing to do with a man's honor or base cost.

allow for rotating a map in the editor, or even allow rotating a map as part of the setup in multi.

allow inverting of terrain heigths in the editor or even as part of the setup in multi.

force anyone with the word 'rage' in their name to walk backwards ;)

allow larger blocks of terrain to be edited at one time.

k, that's enough for now ;)

K.


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I'm sorry, but i never apologize.