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AMPmortog
03-28-2002, 16:27
I'm just interested on some thoughts of yours on my list of extra options that would help the multi-play of the game. I know some of these would have very hard to add but i think they could have increased the number of players online aswell as gameplay. I i also hope some of these options will be aviable in Medieval. Here is a list of some options...i have many more but cant list them all.

Host can do these things without having to rehost all the time...
1)can set each players koku amount (playerA gets 5k playerB gets 10k)
2)change the number of players allowed in the game
3)lock and boot players out of the game also p/w it
4)change the map and transfer the map to those that don't have it
5)allow attackers to chose the seaons and weather before game starts (defenders can only see what season they picked)
6)change the cost of units and disable weapons and armor
7)set unit limits (players can only pick a certian number of that unit type)
8)allow allies to share koku (unless host has it on fixed for each player)
9)allow allies to see what each other is picking (good for planning ahead with newbies)

Options during the game...
1)slow game speed down if needed
2)ability to take away trees by pressing a key for better troop control&movement(like pressing the spacebar showing where troops end up in gost form will be same with trees easier to see)

Other options...
1) more darn colors to choose from!
2) up to like 12 players per game for those that can handle it...at those rare moments when lots people are on and all wanna play one huge massive game together.

Well thats some of the options i came up with that i wish were in stw and mi but we can only dream. I would like to see some of your ideas and hear what you think about mine.

tootee
03-28-2002, 17:19
definitely features to dream of AMP. Just on the tree thingy. I wont want that feature 'cos confusion in the woods are part of the fun http://www.totalwar.org/ubb/biggrin.gif

Imagine a KS or BN in the forest.. those cock-eyed enemies dont even know they are been slaughtered, because KS is so inconspicuous. If you take away the trees.. oops my KS is naked http://www.totalwar.org/ubb/eek.gif

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tootee the goldfish,
headmaster of Shogun-Academy (http://shogun-academy.tripod.com)
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Paolai
03-28-2002, 17:39
number:
5
7
9

very good ideas, especially the last one

03-28-2002, 19:10
Very good suggestions AMP...but I believe that with MTW coming...there wont be any new patches for STW/MI (?) but these maybe implimented in MTW...we just hope we can beta test MTW so that we can suggest these things. http://www.totalwar.org/ubb/smile.gif

Tera.

------------------
Proud member of Clan Kenchikuka (http://www.totalwar.org/kenchikuka).
evil is within us... http://www.totalwar.org/site/emomalta.gif
Visit my resource site here! (http://terazawa.totalwar.org/)

grayd0
03-28-2002, 19:11
do you think there is any chance of no. 9 gettin in2 midieaval? Beacause it is reall annoyin whe you and you allies armies dont compliment each other

Toda Nebuchadnezzar
03-28-2002, 19:30
i used to have that problem, I would advise my newbie ally on what units to take, and because I type so slowly by the time I told him he had already pressed ready and was waiting for me. Tis very annoying.


I think all of those rules should be implimented in MTW, and it is only Activision who need to do it, not CA.

(about the 12 teams one)-MTW will have 12 factions so that one is sorted(I hope).

------------------
He is the Messiah
No i'm not the Messiah
Only the true Messiah would deny it.
Alright then I am the Messiah.
HE IS THE MESSIAH HOORAY!!!

Catiline
03-28-2002, 20:20
Not sure about 5. Allowing the attacker to choose the season seems reasonable, but allowing only one side to see the weather, I don't see the point, especially if he gets to choose it as well, in which case it seems patently unfair

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Timeo hominem unius libri

Toda Nebuchadnezzar
03-28-2002, 21:13
Yeah both sides should be allowed to see the weather picked. Also it would speed up MP since you don't have to cycle through all the weathers that you don't choose.

------------------
He is the Messiah
No i'm not the Messiah
Only the true Messiah would deny it.
Alright then I am the Messiah.
HE IS THE MESSIAH HOORAY!!!

Vanya
03-28-2002, 22:05
Hmmm... you can even add #10: Allow the host to pick the armies of his enemies.

That would be interesting... http://www.totalwar.org/ubb/eek.gif

But really, nice choices there!

RageMonsta
03-28-2002, 22:15
slow game down!!!!..i smell a cable connection http://www.totalwar.org/ubb/biggrin.gif

moving trees..hmmm isnt there a point to having the cover?

how about these options

1) send painful shock to nipples of escaper/cheat
2) send painful eye poke to room spammer
3) boot unwanted players (in the nutz)
4) nail to front door name imposters
5) skin alive and add salt..to....a...UUUGHHHHRH...quick Krast my pills!!

amp i think we are still waiting for some of your ideas for original shoggy in the 'next' patch....but good to see some ideas.

RageMonsta
03-28-2002, 22:18
p.s...Lord Toda-

"he's not coming out...he's a very naughty boy"
....................................
"wheres the popular front"
"he's over there"

Vanya
03-28-2002, 22:40
I agree with monsta. We do need an anti-cheat feature that makes the cheater lose automatically if he cheats. The game could be programmed to prevent koku cheats and things like that for sure.

[CPU]: Hmm. The game was setup to allow 5000 koku per player... how did N****** spend 18000? He cheated! Rout his army... he loses!

You cheat, your army gets a -1000 morale penalty. That'll do the trick.

Easy!

youssof_Toda
03-29-2002, 00:51
you'd love to see the game slow down wouldn't you AMP?

james
03-29-2002, 00:59
no Vanya,a instant defeat but it counts as 5 defeats.

Toda Nebuchadnezzar
03-29-2002, 02:43
Quote Originally posted by RageMonsta:
p.s...Lord Toda-

"he's not coming out...he's a very naughty boy"
....................................
"wheres the popular front"
"he's over there"[/QUOTE]


We are the Knights that say...Ni
Not the Knights that say...Ni


For all those who don't understand get your hands on either Monty Python and the Holy Grail, Monty Python's The Life of Brian or Monty Python and The Meaning of Life.

Probably the best comedy ever written. http://www.totalwar.org/ubb/biggrin.gif

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He is the Messiah
No i'm not the Messiah
Only the true Messiah would deny it.
Alright then I am the Messiah.
HE IS THE MESSIAH HOORAY!!!

RageMonsta
03-29-2002, 03:21
Instant loss 'bah'...i am still with the 'pain' option....oh well we can live in hope!


"what have the Romans ever done for us?"

james
03-29-2002, 03:30
seriously an instant lose would be embarrasing,but counts as 50 defeats(that would stop peeps form cheating!!

Puzz3D
03-29-2002, 03:33
Amp,

I like your #6 and #7 host options, and think they are crucial to good online gameplay. Downloading the map to joiners who don't have it would be a big time saver. Slowing gamespeed is also important, and fixing the deployment zones on the large maps so armies are side by side would be really nice.

MizuYuuki ~~~

AMPmortog
03-29-2002, 04:13
Thanks guys! I like to hear what you think about my ideas. I will post more after i get back from work!

toote: about the tree idea...I came up with this cause its pain trying to move troops into and around trees when its all red. I just mean the trees get faded out and you can click anywhere in them, but can't see any enemies in them. The trees are still there and provide cover from missle units and hide units. I hope this helps explain what i mean exactly.

youssof_Toda: yes it would be great to slow down the game speed and i would really love that during a rush/charge. The game lags and slows the game down sometimes anyway so why can't we have this option.

Thanks agian everyone! Yes, something needs to be done about darn cheaters! I like that idea they just lose if they spend more then the givin amount of koku!...that would get rid of those koku cheaters

FasT
03-29-2002, 08:18
Nice idea's as MTW draws near, we shall soon hear i hope the new ideas they may have implemented into it.

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http://homepage.ntlworld.com/markuk/t.gif/Fast.gif
Grey Wolves
FastCub

RageMonsta
03-29-2002, 08:44
maybe a little stabbing pain in the eye ball then!.....come on there is always room for torture...no...oh..ok.....*sulks*

AMPmortog
03-29-2002, 16:16
Here is another list of ides i think would have been helpful for multi-play.

1)share allied units during game(swap control of the unit)
2)share allied slots when picking units(playerA gives 6slots to playerB giving him 24units to control during battle)
3)if an ally drops either AI or an ally takes over the dropped players troops
4)all koku can get used up(you have 50koku left over can buy a partial unit but only allowed 1 partial unit)
a. if shared koku for allies were on the whole team would be allowed only 1
5)instead of showing a green/red bar for kills/losses it shows the number of kills/losses
6)can gain victory by having the highest honor*new type of play*(allows for FFA games and more than 2 teams...and many teams if it were 12 player game)
a.gain honor by having the best/loss ratio
b.gain honor by taking a gens head(at the end of game it shows who took whos gens head aswell as kill/loss ratios
c.is played with a timer to force all to attack( time runs out all lose if none have fought)
7)way points fixed(can set the speed at which a unit travels to each way point)
8)withdraw acts like a rout and you can set the direction the unit withdraws just by clicking on the map anywhere(units break away out of combat and all those that arent blocked flee to the location with no waiting for any banners to be turned before moving aswell as not getting stuck *having half unit hardly move cause being attacked*
9)can have it set for units that a routed to rally once its possible and not having to click the rally button(can set a location for units to rally)
10)units fatigue rather fast i think which is fine but it would be nice if itdidnt take so long for a unit to rest up(i could fight another battle by the time it takes and exhausted unit to rest up to quite tired!)
11)deployment zones fixed! which most here agree they are messed up!
a.allies deployment zones are close together and allies can see each other deploying and can share the same deployment zones
b.allies can deploy in any allied zone but are limited to the number of units they can deploy in that zone
c.once a player is deployed no enemies can see his troops untill all are deployed
d.a timer would be nice for deployment (those that take ages)
e.zones have some distance from enemies(prevent head on attacks and routing someone in 2mins although most like this)
f.host may have the option for random deployment zones thus all zones will have some distance from each other
12)a random map generator! a new map everytime(host can set size of map,tree amount,hill size,lakes..etc
13)customize unit formations and party formations and set hot keys for them during the game
14)customize your own color for online play if someone has the same color as you, you can hit a key to slightly change your color or add a diff color flag(would be cool for clan battles but i guess very confusing)
15)everyone's general is 1 man like the kensai a single unit but is normal size and looks differant from any unit
a.general is free to pick and can be any type of unit that you are able to pick from in your army( is well trained and hard to kill no matter what he is really)
b.general is always the highest honor amd cant have other units higher honor
c.it cost koku to upgrade his honor(cost depends on the amount of koku your playing with)
16) can combine mongol and jap in 1 type of play for fun
17)would be nice for medieval when it comes out that allies if they are two different sides they can share unit types

Well thats my list and i have more but just to many.Any thoughts of yours about these ideas would nice.I hope Medieval has some of these extra features to help the multi-play!

MagyarKhans Cham
03-29-2002, 17:58
The problem with -good- ideas is how to get them adressed. We have seen many other ideas but only a massive lobby can chance a little.... perhaps Tera could make a massive poll of the best ideas and CA promise us to adress the top 3 of the poll after voting...

below a suggestion for this poll, my selection is based on fun, relevancy and easyness to make for the developers...
-----------------------------------------
1)can set each players koku amount (playerA gets 5k playerB gets 10k)
4)change the map and transfer the map to those that don't have it
6")disable weapons and armor
7)set unit limits (players can only pick a certian number of that unit type)

3)if an ally drops either AI or an ally takes over the dropped players troops
5)instead of showing a green/red bar for kills/losses it shows the number of kills/losses
9)can have it set for units that a routed to rally once its possible and not having to click the rally button(can set a location for units to rally)
10)units fatigue rather fast i think which is fine but it would be nice if itdidnt take so long for a unit to rest up(i could fight another battle by the time it takes and exhausted unit to rest up to quite tired!)
11) more playable deployments zones...
13)customize unit formations and party formations and set hot keys for them during the game
15)everyone's general is 1 man like the kensai a single unit but is normal size and looks differant from any unit
a.general is free to pick and can be any type of unit that you are able to pick from in your army( is well trained and hard to kill no matter what he is really)
b.general is always the highest honor amd cant have other units higher honor
c.it cost koku to upgrade his honor(cost depends on the amount of koku your playing with)
chams d" POSSIBILITY TO BUY A COMMANDRADIUS

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i left one out?

Catiline
03-29-2002, 19:54
I'd rather see the General represented as something more like the the Daimyo is now, maybe with a command radius dependent on how many of his horsemen are alive. THat seems more apropriate to me than having him as some souped up ashi wandering around on his own. I'd also like the option to fiddle with his honour, gaining army wide honour bonuses, but having to invest alot of cash wher it could get killed offwould be interesting

If you're going to implement something which effects the range on influence the general has this seems better to me than having it based on some honour spec. greater honour doesn't mean greater ability to shout louder after all.

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Timeo hominem unius libri

ElmarkOFear
03-29-2002, 20:09
I have stated in a previous post many months ago about how nice it is in Sid Meier's Gettysburg game that if an ally drops you can take over his men, and also can trade units back and forth during the battle as neccessary. That is a very nice feature that once you have used it you would be dissappointed in another game that doesnt have that as an option.

Toda Nebuchadnezzar
03-29-2002, 22:19
I can't believe you guys are passing over the random map generator idea!

Its beyond belief, no more choosing maps so that you win, you set the stats and just hope for the best a lot better although a lot more fantasy than reality - why? - because generals always knew the ground they were going to fight on, because they hade scouts.


But also I would maybe like to see the same deployment zones(ie kept the same size) but have maps that are say twice the size of the large maps in map editor. This would give some no-man's-land but also it would make the battle seem like a real battle not a battle that is taking place on some floating piece of turf in the sky! http://www.totalwar.org/ubb/wink.gif

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He is the Messiah
No i'm not the Messiah
Only the true Messiah would deny it.
Alright then I am the Messiah.
HE IS THE MESSIAH HOORAY!!!

james
03-29-2002, 23:29
i think a ramdom map generator would be really kool.then be able to save a really good one that has been generated! http://www.totalwar.org/ubb/biggrin.gif

Krasturak
03-30-2002, 00:03
Gah!

Random map!

Gah!

That's an excellent idea!

P.S. 'Gni' is spellt 'Gni' not 'Ni'.

james
03-30-2002, 00:06
gni?what are you talkin about

[This message has been edited by james (edited 03-29-2002).]

james
03-30-2002, 00:08
or are you reffering to my sig

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''We are the knights how say,NE.''

tootee
03-30-2002, 00:08
Bingo! Random map one of the best possible feature to have. Now how hard can that be? Any coder out there to comment?

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tootee the goldfish,
headmaster of Shogun-Academy (http://shogun-academy.tripod.com)
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MagyarKhans Cham
03-30-2002, 00:30
A random map is nice but not real necessarry

furthermore i forgot elms points about teh PC taking over the command of a dropped player

Kraellin
03-30-2002, 03:34
amp,

in your first list, i agree with every single point. they are all MUST HAVES. and i agree with most of the 2nd list as well.

here's some more that could add to interesting games:

1. in games bigger than 1v1, allow one player on each team to be the daimyo and picks the units for each taisho, or at least must approve of the pick.

2. all armies come in from off the map but each team's army comes in from the same side and opposite to the other team.

3. macros and scripts with defined keys for such. this could be used in picking armies themselves, deployment of armies and movement of armies and possibly even more.

4. scripted games. this will seem a bit odd at first, perhaps. instead of selecting each unit and making it move around and fight, one simply loads up a pre-written script for a fight. once the battle starts, EVERYTHING is on automatic. this would simulate a daimyo who has given orders to his taishos but isnt attending the battle himself. it might also be a way to help implement an online camapaign game.

5. allow spectators in games. they have no units. they arent participating. they are simply able to watch. this could be allowed or disallowed by the host and speech from spectators could be allowed or disallowed as well.

6. i liked amp's idea of being able to slow the game. combined with the 12 player idea, this might actually allow larger numbers of players in. less traffic per second equals more players that can play at one time.

7. continuous battles moving to new maps. someone is forced to reteat, the map changes to a new map and the battle resumes, where perhaps, reinforcements are allowed in or even other players as reinforcements could join an ongoing battle on one side or the other. this again could be used in conjunction with an online campaign.

8. a simplified online campaign. this would involve NO tactical real-time battles. everything would be done on the strat map, as if it were simply a board game. this would be much easier to implement, wouldnt take near as much net traffic and could easily allow 8 or more players, including ronin. you'd be able to do all the things you can currently do in the campaign battle except the real time tactical battles. in this game all battles would be auto-calc'd.

9. i liked amp's idea of the general unit being a separate sort of special unit. while doing the testing for the 1.02 patch, i suggested something similar, only i made it a 12 man unit, the general and his honor guard. this was a HC unit with special stats and you could only take one.

10. all units start at honor 0 instead of honor 2. or, all samurai units start at 2 and cannot be lowered and all ashi units start at 0.

11. a 64 player game in which every player only gets 2 units, or a 128 player game in which every player only gets one. and certainly other combinations would work, 32 with 4 and so on. imagine an ffa game with 128 players :) or a team game of 2v2 with 64 players on a side.

12. the option to allow or disallow the view from the general's position ONLY. you are the taisho. you can only see what you can see from that unit's position. not from all of your other unit's positions. this would set by the host.

13. fords and more versatile water options.

14. more terrain types. swamp, heavy brush, tall grass, etc.

15. fire, and all that that entails.

16. ramparts which units can get onto and fight from.

17. castle doors that open and close. castle bridges that can raise and lower. (this goes hand in hand with more versatile water. there was a reason we couldnt do moats in stw)

18. scaleable models and more models. the ability to import models and terrain into a map. wolfentein is a good example of this. you can import models and textures, made with studio 3d max and other programs, into the wolfenstein editor and thus into a given map.

that'll do for now :)

thanks amp, for reminding me of some of these things. great ideas.

K.


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The only absolute is that there are no absolutes.

Krasturak
03-30-2002, 06:07
These are all very good suggestions.

Krast hasn't read one yet he didn't like -- if they were options you could choose to aply, you could make the games much more interesting.

03-30-2002, 06:22
Very good suggestions overall.

Could someone group all the common suggestions? Maybe we can do something like Magyar suggested. We need to do strong lobbying to succeed.

Tera.

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Proud member of Clan Kenchikuka (http://www.totalwar.org/kenchikuka).
evil is within us... http://www.totalwar.org/site/emomalta.gif

pdoan8
03-30-2002, 11:23
-Allies can share troops info (very important).
-Allies can share deploy zone or zones can be overlap.
-Allies can see each other during deployment.
-Remaining koku of allies can be used to purchase a limited number of reserve units for the whole side.
-Aliies can gain or lose moral bonus base on kill/loss ratio or kill/lose general.
-Allies can have some control of other troops if the allied general get killed.
-Customizable or selectable colours, clan flags, army flags.
-Allow uneven number of players from each side (for example: 2 vs 3) or AI can fill in to avoid waiting forever.
-Host can set limit to each type of unit.
-Host can set koku limit for each players.
-Host can randomize map, season and weather.
-Host can select map size.

Later on after MTW release, it would be wonderful if I can take my STW army to challenge a MTW army.

[This message has been edited by pdoan8 (edited 03-30-2002).]

Catiline
03-30-2002, 18:43
I think this might be best served in MTW, where hopefully the developers will read it, thread moved.

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Timeo hominem unius libri

Cheetah
03-30-2002, 23:48
Here is a few more suggestions:

1) Allow individual units to form squares. Obviously, in case of some unit types it makes no sense (i.e. single knight). In case of others it should decrease moral (offensive units), in case of others it should increase moral (defensive units).

2) Allow to set attack range for unit types or for each unit individually.

3) Allow to set attack preferences for unit types, i.e. which type of unit should it attack/fire at when a bunch of enemy unit gets within the attack range of the focal unit.

4) Allow to set the order of unit in a group (from left to right, etc.).

5) Allow to set the order of the small flags on the bottom of the screen.

6) Routing should be always away from the opponent and not towards the deployment zone. In the current system your units will rout towards the enemy provided that he managed to place his army between your army and your deployment zone. On the one hand this is a nice trick (last night I lost two of Musk because of this http://www.totalwar.org/ubb/biggrin.gif ), on the other hand it is a bit unrealistic. No one, not even the brave ashigaru would rout towards the enemy! Moreover, this basically compels you to defend your deployment zone, which is a quite arbitrary restriction.

Kraellin
04-03-2002, 01:44
here's another one; allow grayscale bitmap imports for height. dark equals low terrain, light equals higher terrain. this would make the general layout a bit easier.

K.


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The only absolute is that there are no absolutes.

Vanya
04-03-2002, 03:51
Quote Originally posted by Kraellin:
...10. all units start at honor 0 instead of honor 2. or, all samurai units start at 2 and cannot be lowered and all ashi units start at 0.
...[/QUOTE]

This one is bad. I like the fact you can reduce honor to get more money to spend on other units. Removing this removes some of the 'choices' you must make in unit selection and takes away part of the richness of the online experience.

Just cap honor and be done with it. Say, H4 for anything. Period. Or, a cap honor to what you can get through dojos in the SP campaing. That is, with a legendary dojo, you can get +2 honor. With a drill dojo, you can get +1. And so on. Whatever those limits is the limit in MP, although in MP the base is 2 whereas in SP it is 0.

That way its like everybody has a dojo in their back yard and can choose whether or not to use it. But, you can't field H9 anything -- just as you can't field a H9 unit in SP fresh out of the dojo with a H0 general in command.

Kraellin
04-06-2002, 03:08
ok, this one is inspired from a post in the mods forum. open up the texture file to allow folks to mod the textures more easily and possibly include them within the map file so that when others use that map file they also can see the texture mod without having to upload or edit that separately.

K.


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The only absolute is that there are no absolutes.

Polar
04-06-2002, 07:13
Quote possibly include them within the map file[/QUOTE]
then each map will take several megabytes......

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http://chat.carleton.ca/~fbai/pix/gh1.gif
++ UglyPolar ++ GlassHeart

Khan7
04-06-2002, 07:58
I don't see how having more textures could add significantly to the game at this point.

What's really needed now is more of a push to use the great maps that have already been authored.

Matt

Kraellin
04-09-2002, 02:23
one note about the deployment zones idea. this was discussed a while back and the ideal way to do it would be to include this with the map. it would be something the map maker adds within the map. he could set them up however he wants. however, in a multi game, the host would have the option of picking something else, maybe from a pre-set selection of options, and this then would override the zones built into the map itself. of course, one of the options a host could pick would be the default or built in zones.

the advantages of this system would be many. one could make a castle, for instance, set way back on the defender's side, but allow only one army to start within it. a part of the options a map maker (or host in overriding) would be to have one or more armies come in as reinforcements, or even from a different map edge. armies on the same side could all start in the same zone. hosts could override a map and completely switch the ends around so that campers wouldnt get the high ground ;) lots of options here.

i'd also like to see trees a bit taller so that those banners dont show up from outside the forest when an army is moving within the forest. that also means that you wouldnt be able to see the text around the cursor when an army was in deep cover like that, thus being able to find enemy units by just moving the cursor around over the forest.

the general shld also be able to conceal himself. perhaps that shld be a host option also.

allow units to fall off cliffs. small thing, but would add to the realism.

improve the passing around of impassable areas. currently the tendency is to end up with a single line of a unit strung along the impassable border. the ai is really bad about this.

allow drowning...horses would tend to swim, unless heavily armored. men would tend to drown with the weight of armor and weapons.

allow flowing water. fast and slow. rapids would be nice. waterfalls would be nice. water above sea level would be great.

add full 3d terrain. i want to be able to go under rock ledges and bridges and so on. my 'Pegasus' map is still the only 3d map out there :) caves and tunnels could also be useful. flying horses are quite useful ;) (did you ever look at that map, graham?)

K.


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The only absolute is that there are no absolutes.

Hirosito
04-10-2002, 01:35
i agree with most of your ideas but the falling of cliffs can only be implemented if the walking around them (as you say it's bad at the moment) gets fixed first.

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Hirosito Mori

Gentile or Jew
O you who turn the wheel and look to windward,
Consider Phlebas, who was once handsome and tall as you.

Orda Khan
04-28-2002, 19:45
Some excellent ideas - decide among allies units deployment etc great. Spectator option I think is a brilliant idea but would not allow comments mid game. There must be others out there who wish they were able to watch some battles. As for 6v6 or 10v10 sounds great........Orda

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" Send us your ambassadors and thus we shall judge whether you wish to be at peace with us or at war..if you make war on us the Everlasting God, who makes easy what was difficult and makes near what was far, knows that we know what our power is."

Wavesword
04-30-2002, 05:52
One historical thing I'd like to see is the ability to cut down your own troops to persuade them to rally- happened in history all the time- In Shogun 4 H0 Ashigaru could do wonders if an H4 ND was giving them moral encouragement!

reaverlisk
05-03-2002, 06:38
All of the above mentioned features would make the game more convenient,but would not really improve the game.
The most important additions to MTW/STW?MI whatever should be:
Random koku option
random map option
Random deploy zones
random army option(maybe both players get same army)
fix the completely idiotic koku system so that ifi host a game with 10k koku,each player gets 10k,instead of the whole team.People could do 1vs2's or 3vs5's etc like this.
Random rules option,sometimes 2 max,sometimes 5 max,sometimes no max.
Fix redzone and either make it clearly legal or prevent units from using it altogether.This will get rid of alot of controversy.
Random defend/attack option
Random start locations,an attacker might not always deploy on attack'sside,maybe he will switch spots randomly)
Im not so sure about a map distribution feature,this has wrecked alot of games in the past(war2,sc.)What happens is some idiot makes a really newbiefied map,and every newbie imaginable plays it and refuses to paly maps which take real skill.This might not be a problem with STW or MTW though.Its just a warning.No distribution means that you have to download maps yourself,which means you are going to select the best maps,that everyone else has,and only well created maps will circulate through the community.
Ithink random settings get rid of a lot of controversy and requite the greatest amount of skill to master.You need to be good on everything and not just whatever you think takes the most skill or whatever is most popular.
Also maybe a balancing option which records which units are bought most,and tacks on a price increase to the most popular,while reducing the cost of underused units.This way in theory every unit would be equal koku for koku.It would also add more strategy because the best combinations of units would change constantly,forcing you to constantly adapt your strategies.
Units should never rout off field unless being chased.I think "routing" units should "skirmish" meaning they run from the battle but stay close by or maybe run uphill.This would be more realistic i think.
--reaverlisk

Celtiberos Shimazu
05-03-2002, 22:40
Add this one:

Options during the game...
3) A Chat Interface, with a menu of phrases to your allies:
Examples
1. Attack by flank now.
2. I need help, send me some reforces!)
3. Stop, don“t charge now
That phrase will be translated in a automatic way to the lenguaje, of your ally