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  1. #11
    Member Member Didz's Avatar
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    Default Re: Suggestions Compiled

    Pirates.The ability to hire the pirate faction and direct it to prey on ships of a specific nation. e.g. to use them as privateers as they were used historically. Also make them a permanent threat, so that they cannot be removed from play as a faction.

    Diplomacy
    Give each AI controlled faction a clear set of goals to achieve, rather than random DoW's, and assign a clear objective to every 'Declaration of War'.

    Display the Friend-o-Meter
    Display the current Friend-o-Meter status on the diplomacy tab, and have it actually influence that factions decisions. Display the reaction of the faction to each offer and the likelihood of acceptance.

    AI Faction Alliances
    AI Faction Allainces should work the same way as player Alliances. If allies fail to come to each others aid then the Alliance should fail.

    How Goes the War?
    Every AI faction should maintain its own 'How Goes the War?' analysis and sue for an honourable peace if its clear that it is not going well. All defeats should drive the AI to make peace, as should a continued lack of progress towards the goals set when war was declared.

    Building Seeker
    A simple feature that allows you to cycle through all the buildings you own of a specific type.

    Who the hell just died?
    Add the role as well as the name to obituary screen. e.g. Horatio Hornblower - First Lord of the Admiralty just died, not just Horatio Hornblower just pegged it.

    What blockade?
    Add a link to the trade screen that shows you where and why a trade lane is being blockaded or raided.

    Unit Name Lists
    The ability to compile and utilise you own custom lists of unit names for ships, regiments and people.

    Faction specific music
    The ability to create your own play lists for each unit class within each faction.

    Uniform, Faction, Editors
    The provision of standard tools for editing and modifying uniforms and unit types within the game.

    Evading hopeless conflicts
    Both the player and the AI should be able to evade battle if there is no hope of victory. The direction taken by the evading units should be chosen by the player, and should be towards the nearest point of safety for the AI. (friendly force, town, port, allied force, or map edge.)
    Last edited by Didz; 06-01-2009 at 15:50.
    Didz
    Fortis balore et armis

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