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Thread: New Developer Blog: AI and Battles

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  1. #1

    Default Re: New Developer Blog: AI and Battles

    If that is the deal Barba, there is a chance your clan, and your 4 on 4 team will lose the final of one of the most famous team tourneys around in the community to a 15% percent of "luck". Does that feel right?

    Of course, luck is around in RTW, which is really annoying..
    "Cry, the beloved country, for the unborn child that is the inheritor of our fear. Let him not love the earth too deeply. Let him not laugh too gladly when the water runs through his fingers, nor stand too silent when the setting sun makes red the veld with fire. Let him not be moved when the birds of his land are singing, nor give too much of his heart to a mountain or a valley. For fear will rob him of all if he gives too much."

    Cry, the Beloved Country by Alan Paton.

  2. #2
    Enforcer of Exonyms Member Barbarossa82's Avatar
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    Default Re: New Developer Blog: AI and Battles

    Quote Originally Posted by x-dANGEr
    If that is the deal Barba, there is a chance your clan, and your 4 on 4 team will lose the final of one of the most famous team tourneys around in the community to a 15% percent of "luck". Does that feel right?

    Of course, luck is around in RTW, which is really annoying..
    Well I was really talking about singleplayer. With multiplayer I agree you would want an even smaller luck element but I would want it to still be there. After all, why play a game that has the "skin" of a wargame if you want it to operate like chess under the bonnet, with no unpredictable elements? Doesn't it make more sense to have a gameplay mechanic that reflects the inherent unpredictability of the game's subject matter? I do agree the luck element is far too prominent in RTW though, being another major factor along with combat speed that reduces the effect of intelligent tactics.
    Self-proclaimed winner of the "Member who Looks Most Like their Avatar" contest 2007

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