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Re: Basic strategies for winning almost every map



On Sun, Apr 03, 2005 at 10:50:39AM +0200, Matthias Grimm wrote:
> 
> On Sat, 2 Apr 2005 20:30:23 +0200
> Torinthiel <torinthiel@xxxxxxxxxxxx> wrote:
> 
> > > As some you already know I like to see some more strategic value in
> > > Crimson Fields too, but on the other hand we can't change too much at
> > > once and quick shots are rarely good.
> > 
> > Well, what I'd like... No, not for crimson, it won't fit well here, but
> 
> I wouldn't say that. Crimson has the potential for a good strategic game with
> a long lasting fun factor. 

I think so as well. Only some concepts (like base building, an lots of
different buildings) don't fit here.

> > for some other project maybe. Have you ever played M.A.X. (not M.A.X.2)?
> > It was strategy with ammo, different scan and weapon ranges, resource
> > transportation, racial traits, base building and some technology
> > improvements. And a strange system - it was turn-based, but all players
> > made their movements simultaneously during turn, and waited for everyone
> > (with some timeout possibly) when they've finished. It was fun, and I'd
> > like to see something like this again.
> 
> I don't know M.A.X. but some of your listed features I would like to see in Crimson
> too: Different weapon ranges are already built in, technological improvments are
> well approached with the unit experience system but fuel and ammunition logistics
> and the so called "fog of war" (you can't see only that parts of a map your units
> have in scan range) are still missing.

Different weapon ranges? Yes, but mainly 'close range' and 'artillery'.
Nothing like i.e. heavy tanks have stronger guns and a bit larger range.
Like 1/3 of a square in Crimson. Mind you, I don't see it as
disadvantage, it's just different approach. 

And i.e. in MAX tanks can move 6 fields OR fire twice a turn. Each shot
costs them half of movement points (this stays if you increase MPs by
technology and changes accordingly if you change number of shots).
But scouts can move some, and fire even after they use all their
movement points). This could fit here.

Ideally I'd like both experience and technology - A technologically
advanced tank has cannons that can rip planet apart with one shot. But
experienced crew knows how to use them. These sort of complement each
other. But on the other hand I don't quite see how to integrate
technology with crimson.

Logistics could be nice, but again, I'm not certain if it fits into this
game design.

FOW would be nice, or we just assume everyone has a satellite
photographing the entire area. Or even better. We add both possibilities
and for example fight for control of satellite control, so we later have
advantage of knowing the entire battlefield.

Also, mines right now are like walls - visible, doing nothing but
blocking and heavy armored. Mines should be invisible and deadly if you
step on them. And only specialized units (minelayers, maybe infantry)
should be able to detect/remove them.
Torinthiel

-- 
 Waclaw "Torinthiel" Schiller       GG#: 542916, 3073512
   torinthiel(at)megapolis(dot)pl
   gpg: 0906A2CE fpr: EE3E DFB4 C4D6 E22E 8999  D714 7CEB CDDC 0906 A2CE
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