reina roja info thread (screenshots - dialup beware)
- Fudrake
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Then again, I suppose you can turn an unguarded city into an automated guarded city, with 23905728934 hidden turrents, which fire at enemies when they try to enter, Anti air batteries shooting fighters and bombers down. That's gonna make more sense. I suppose one must also build the factories that produce such automated defence systems.
I was thinking that in such games of war... it'd be interesting to have FLEETS and ARMIES instead of 6-10 people fighting. it'd be fun... but here comes a suggestion, if at all possibly implemented.
1) There might be a building called "Barracks".
2) Player A "BUYS" a "squad", or "platoon", or "regiment", or a "single soldier" (not married, single )
3) Player A "USES" his/her "squad" or "platoon" or "regiment" or "single soldier". An AI solider pops up next to Player A, and is "under his/her command".
4) this AI soldier or squad would only move if Player A moves, or turns if Player A turns. Likewise, they'd only stand still if Player A decides not to shoot.
5) It'll make things seem like more numbers. Imagine Player A is in a tank, then at least he/she'd have a group of infantry guarding it. even better- have a squad of tanks too!
6) and um... maybe even fleets of bombers which fly in formation.
Then things would get really interesting... but of course, if the AI soldiers are to be planes, or bombers, then prior to "using" the soldier, Player A must also have an appropriate plane. I dunno. see if the numbers would spice things up. of course, multiple players could do this. 4 players' bombing raids would suddenly turn into 16 bombers' bombing raids. nice. Then again, there'd be around 4 players with their anti-air regiments (I mean, 16 people) trying to shoot them all down. all that firepower would make quite an impression, no?
spiffy.
I was thinking that in such games of war... it'd be interesting to have FLEETS and ARMIES instead of 6-10 people fighting. it'd be fun... but here comes a suggestion, if at all possibly implemented.
1) There might be a building called "Barracks".
2) Player A "BUYS" a "squad", or "platoon", or "regiment", or a "single soldier" (not married, single )
3) Player A "USES" his/her "squad" or "platoon" or "regiment" or "single soldier". An AI solider pops up next to Player A, and is "under his/her command".
4) this AI soldier or squad would only move if Player A moves, or turns if Player A turns. Likewise, they'd only stand still if Player A decides not to shoot.
5) It'll make things seem like more numbers. Imagine Player A is in a tank, then at least he/she'd have a group of infantry guarding it. even better- have a squad of tanks too!
6) and um... maybe even fleets of bombers which fly in formation.
Then things would get really interesting... but of course, if the AI soldiers are to be planes, or bombers, then prior to "using" the soldier, Player A must also have an appropriate plane. I dunno. see if the numbers would spice things up. of course, multiple players could do this. 4 players' bombing raids would suddenly turn into 16 bombers' bombing raids. nice. Then again, there'd be around 4 players with their anti-air regiments (I mean, 16 people) trying to shoot them all down. all that firepower would make quite an impression, no?
spiffy.
lol, thiers teams at war. in a war anything goesMinku wrote:Because most people have honor...zaroba wrote:you would actually fly around getting bored instead of attacking the unguarded city and getting a lead in the game? why?
There is a line...
People who don't know how to blow up buildings
The few people between this that are jack asses
The vets
The vets have honor, The jackasses will eventurally get bored of doing it alone and the noobishs folks are asking questions on how to play.
i consider myself a vet, i woulden't care if the enemy isen't on. i'd still blow up thier buildings. most people here would. honer, shmoner. its like saying "ok, lets stop attacking the enemy while they rearm and reload" in a real life war. saying that vets have honer and shoulden't attack is just an excuse to use when you don't want to get attacked when you can't defend. i know that alot of other players would attack too. you must be the first that actually says you woulden't attack.
well, it's a bit more involved than that, since there's several factors you'll want to consider that i haven't posted about yet.davemongoose wrote:It looks really cool... but if the game runs 24/7, what if there's no one online from a particular team? Won't it be too easy to just go destroy their city?
(Sorry if it's a stupid question, I haven't played a warcon planet before.)
a] building capture is also enabled, but only when the building's owner is online. before destroying a building, you'll have to weigh if you actually want to destroy it: your team might want those resources. this is where the team balancing thing plays in a lot: if team 2 is better at making fuel and team 1 is having a fuel crisis, if you see a power plant owner come online, that's the time to make your move. although there's little to no hunger/thirst when offline, buildings go up for sale after four days of inactivity, so you'll still see building owners on often enough.
b] only certain vehicles / weapons can damage buildings. regular infantry guys and supply vehicles can't, though tanks and bombers can. this will all be in the vehicle data chart and the driver manuals that you can read in-game. the downside is that primary attack vehicles are horrible on fuel, so even to get to an enemy area to blow buildings up, you'll need to organize a squadron of at least 2 or 3 players. because:
c] the map is *enourmous*. you wouldn't want to waste an expensive vehicle like a battleship, tank or bomber by driving all the way over and getting killed by defense fire, or having to walk home on foot because you're out of fuel.
that said, it's intended that it be a bit more strategy-based. organize an attack party or search party for valuable hidden resources throughout the map. there are various "hot points" around as well (an abandoned oil rig, a mysterious food source, a massive water source), that each team will have interest in capturing close to the time it's ready to produce goods. these are probably the locations you'll encounter the most enemy fire around, as team 1 fights to control the oil rig so that they can fuel an impending tank battle, etc etc.
the capture time is 60 seconds, which is also rather brutal. one guy isn't likely to capture any key building alone. bring backup.
more on all this in a few :]
with a few players, more than likely the focus will just be setting up the economy and such. i'll be doing some independent promo specifically for roja however, so ideally we'll fill it up with enough players that it supports parties of a number of people banding together for a goal.I was thinking that in such games of war... it'd be interesting to have FLEETS and ARMIES instead of 6-10 people fighting.
how many employees you have is a huge issue as well, which would require you guys to also recruit friends, form alliances with other players, etc. if there's only a few people on each team, it'll work, but it'll be a slower paced econ where your goals would be much more immediate than large-scale war.
the planet's primary goal is recruitment really. it'll bring people in to help out, and maybe when they make a few bucks they'll stay around. additionally you have to pay your employees well. there's a really low employement time so if they're not happy in a job, chances are they'll take off and go to your competitor in a day or two. "mit mode" is enabled, so employees have to transfer product and keep a building emptied out, or they don't get paid. or maybe they'll make the owners do it. and maybe the owners form a business owner's alliance and price gouge. i dunno, that's all up to you guys
additionally since employment is a key determination on a buildings efficiency (i'm using all that efficiency calc stuff), you'll want to move employees from an industry that's doing well to another that needs help. whether a few power players control the movement of this kind of thing or it's a more democratic process between all the active team players, who knows. after we see how the first month or two goes, i'll look into adding features to the mini-site that'll better allow communication between team members.
that'd be one for mit mainly. i s'pose if it does well we might at least have a shot at seeing it moved closer to a starting system, but that'd all be up to himtheseer wrote:Don't forget my little posttheseer wrote:hopefully it will be put into quick play.
i'm having trouble getting creds and infimpdrive with all the planets being down and what not.
yea really. need newb friendly islands in quickplay.Minku wrote:I hope it isn't in Quick play... Just in Cirrus... We don't need a noob to come up and say, HOW DO YOU MOVE? While the base is being attacked by a army of battle tanks.
by newb friendly i mean worlds that can be easily played by new players, worlds where a new player can get the hang of the game easily without dying and needing reset after reset. not complex economic/fighting worlds that a new player will possibly find hard or have lots of discouraging downloads that upset them and cause them to leave the game.
there'll be a number of solutions to that which i hope might make things easier for the vets:Minku wrote:I hope it isn't in Quick play... Just in Cirrus... We don't need a noob to come up and say, HOW DO YOU MOVE? While the base is being attacked by a army of battle tanks.
a] there's a big ass sign that says "press shift+f3".... the audio event attached to the sign also says "press shift+f3"
b]additionally, the town plinths for each default team also have an audio event prompting the user to bring up the map with f7.
c] the shift+f3 manual will have extensive details, as well as mentioning the other shift+f-key options for basic gameplay. additionally it'll have a link to a website faq, which will also appear in book form on the site.
d] every vehicle will have a driver's manual. so even vets can use that to get vehicle specs, driving tips, etcetera.
e] like the earlier reine blanche islands, rich bastards have to make use of new players to get on with things a bit. you'll need them as employees, as general resources, as backup, etc. skills are also really cheap and quick to learn, so you're not going to get jackloads of newbies caught in the "oh crap i bought the wrong skill" or "this sucks i don't wanna wait to learn this, i'm going somewhere else" traps too much.
f] also similar to earlier reine / team econ stuff, there's always gov trading to do, and team resources to move around, irregardless of how the rest of the economy is performing at any given moment.
really though when in doubt, you'll just be able to point 'em to the mini-site and they can look at the charts and pretty pictures and the big sign that says "HOLD SHIFT TO GO FAST"
pff, thanks for the fud :]zaroba wrote:yea really. need newb friendly islands in quickplay.Minku wrote:I hope it isn't in Quick play... Just in Cirrus... We don't need a noob to come up and say, HOW DO YOU MOVE? While the base is being attacked by a army of battle tanks.
by newb friendly i mean worlds that can be easily played by new players, worlds where a new player can get the hang of the game easily without dying and needing reset after reset. not complex economic/fighting worlds that a new player will possibly find hard or have lots of discouraging downloads that upset them and cause them to leave the game.
a] for an average newbie, roja's pretty simple really. you don't have to have an elaborate strategy or goal to play. a vet's goal for the year (yeah, i'm still plannin on runnin it a year), might be total global domination. a newbie's goal for the year might be "build and own a jeep".
b] again, the fighting is all quite slow and strategized rather than "hi i just spawned, aw crap i'm dead".
c] there'll be a full installer for all the required downloads.
d] there are fewer downloads than any other hedge island ever, and all at a smaller-than-ever size. there's still quite a few, but it's doable.
that said, i agree for a myriad of reasons that it shouldn't be a quickplay thing.