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Author Topic: 3.2 Beta Discussion (and suggestions)  (Read 1422 times)

Fallen-God

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3.2 Beta Discussion (and suggestions)
« on: September 18, 2011, 07:38:05 PM »

Discuss...

Changes currently made in 3.2:
 - Re-made all triggers
 - Added more data to potentially be tracks
 - Hopefully fixed all lingering game position (1st, 2nd, etc.) bugs

 - Territory labels to be coloured based on current territory owner
 - Additional label added at every territory to indicate which continent it is part of
 - Option on spawn tents to "Select All Tents in Continent"
 - Tent rally points to reset when ownership changes


Changes likely to be made, but still up for discussion/modification:
 - Making terrain much flatter
 - Clearly most trees and doodads from inside territories
 - Thinning the tree-walls in most places, especially Europe and Africa
 - Other minor terrain and aesthetic modifications

 - Slightly reduce power of Ship C explosion


Other changes which which are on the table:
 - Possible spawn units for continent ownership (like when you get riflemen for owning a city)
 - Possible new mode to add game time-limit (will be voted on at the start)


Or any other suggestion you would like to make!


(21/9/11):
Moved "Additional label added at every territory to indicate which continent it is part of" to completed changes
Moved "Option on spawn tents to "Select All Tents in Continent"" to completed changes
Moved "Tent rally points to reset when ownership changes" to completed changes

(23/9/11):
Removed Territory labels to be coloured based on current territory owner
Removed Possible spawn units for continent ownership
« Last Edit: September 23, 2011, 12:15:36 PM by Fallen-God »
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Gyup

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Re: 3.2 Beta Discussion (and suggestions)
« Reply #1 on: September 19, 2011, 08:36:33 AM »

well making terrain much flatter is no good idea in my opinion because there will be less strategy in land battles.

EDIT: also making a continent spawn is a really bad idea since the continent bonus income already is huge.
« Last Edit: September 19, 2011, 09:12:01 AM by Gyup »
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GrimStarHafOrc

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Re: 3.2 Beta Discussion (and suggestions)
« Reply #2 on: September 19, 2011, 07:24:25 PM »

could u make it so troops could enter barricks for added defense?
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lownyou

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Re: 3.2 Beta Discussion (and suggestions)
« Reply #3 on: September 19, 2011, 09:03:57 PM »

Why remove trees? They help separate good players from bad.
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BurnNBarry

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Re: 3.2 Beta Discussion (and suggestions)
« Reply #4 on: September 19, 2011, 10:27:53 PM »

Quote
- Thinning the tree-walls in most places, especially Europe and Africa


Not a fan of this idea... I like devo how you can run through the forest kinda...Maybe do that but thinning the trees, not needed.
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Mul_Daya

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Re: 3.2 Beta Discussion (and suggestions)
« Reply #5 on: September 20, 2011, 04:06:27 AM »

could u make it so troops could enter barricks for added defense?


Please don't do that, no reason to make barracks op.


Quote
- Thinning the tree-walls in most places, especially Europe and Africa


Not a fan of this idea... I like devo how you can run through the forest kinda...Maybe do that but thinning the trees, not needed.


I don't hope this will be like devo risk. There is devo risk and rng risk, they are different and I hope that rng doesn't end up like devo, just with the entire world.
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PsycoMarauder

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Re: 3.2 Beta Discussion (and suggestions)
« Reply #6 on: September 20, 2011, 05:16:02 AM »

I dislike the idea of flat terrain. Also I don't want continent bonuses.
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Mul_Daya

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Re: 3.2 Beta Discussion (and suggestions)
« Reply #7 on: September 20, 2011, 12:30:51 PM »

I've been thinking a bit about that continental spawn, and though I think I suggested it once, I'm going to say no to it now.
If people who gets an entire continent both get extra income AND men, an entire continent is simply too op. That way, those without a continent got no chance vs a guy with a continent. Instead of adding continental spawns, maybe just increase the spawns? I wouldn't mind seeing that happen :P


I dislike the idea of flat terrain. Also I don't want continent bonuses.


Y u no like continent bonus?

It sucks a bit when someone cuts china and you lose 22 income, but... xD
Hm, a rng risk with no continental bonus. Damn that could be fun to see!
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PsycoMarauder

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Re: 3.2 Beta Discussion (and suggestions)
« Reply #8 on: September 20, 2011, 02:20:08 PM »

Oh, by continent bonus I was referring to the continent spawns. But I have also been wanting to experiment with a no continent bonus mode for a long time.
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Fallen-God

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Re: 3.2 Beta Discussion (and suggestions)
« Reply #9 on: September 20, 2011, 02:35:54 PM »

Why remove trees? They help separate good players from bad.

how so? The trees will remain between territories, and there will still be all the lovely choke points, but the trees inside territories are just annoying.
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tgfilsdechienne

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Re: 3.2 Beta Discussion (and suggestions)
« Reply #10 on: September 20, 2011, 03:51:08 PM »

- Clearly most trees and doodads from inside territories
 - Thinning the tree-walls in most places, especially Europe and Africa

Yes !
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Fallen-God

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Re: 3.2 Beta Discussion (and suggestions)
« Reply #11 on: September 20, 2011, 07:08:59 PM »

could u make it so troops could enter barricks for added defense?


Please don't do that, no reason to make barracks op.


Quote
- Thinning the tree-walls in most places, especially Europe and Africa


Not a fan of this idea... I like devo how you can run through the forest kinda...Maybe do that but thinning the trees, not needed.


I don't hope this will be like devo risk. There is devo risk and rng risk, they are different and I hope that rng doesn't end up like devo, just with the entire world.

I agree that barracks are strong enough as it is, we should be encouraging bold moves of attack, not further empowering defensive strategies.

We feel strongly that RNG will not just become a "World Devo" map, and have diverged a lot of Devolution.
However that does not mean we should be shy of making improvements just because it pushes towards Devo in one small aspect. The thinkness of most of the tree walls in RNG is, I feel, unnecessary and annoying.
In the places where destroying the trees offers the most tactical advantage the walls will remain thick to help differentiate between skilled and novice players, but in other areas the map should be opened up to help foster big land battles in any place other than Eurasia and Africa.
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Mul_Daya

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Re: 3.2 Beta Discussion (and suggestions)
« Reply #12 on: September 20, 2011, 07:35:50 PM »

In Fallen we trust.

You go girl, just keep us updated so you won't scare the living crap out of us, once we see the final result :P
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lownyou

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Re: 3.2 Beta Discussion (and suggestions)
« Reply #13 on: September 20, 2011, 08:16:14 PM »

Why remove trees? They help separate good players from bad.

how so? The trees will remain between territories, and there will still be all the lovely choke points, but the trees inside territories are just annoying.

Misunderstood :)
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BurnNBarry

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Re: 3.2 Beta Discussion (and suggestions)
« Reply #14 on: September 21, 2011, 03:18:32 PM »

Quote
how so? The trees will remain between territories, and there will still be all the lovely choke points, but the trees inside territories are just annoying


disagree for me they are strategic, how much room you have or the other player has when in that area. It may be only a few troop difference for some places but it makes the difference also for microing. Everytime I see those trees I think of the brilliance of the creators for putting them exactly where they are. Maybe I am over-thinking that but they have a strategic impact and I would hate to see them removed.
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Early man walked away, as modern man took control
their lives werent all the same,2conquer was their goal
So he built ths great empire, slaughtered his own kind
he died a confused man killed himself n his own mind
-
We're Only Gonna Die for Moral Arrogance
that's why we might as well take our time
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