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Re: Third tutorial map



On Sun, 12 Jun 2005 12:56:57 +0200, Jens Granseuer <jensgr@xxxxxxx> wrote:

On 12.06.2005 00:53, Andrej Krivulčík wrote:
It's quite complex and it takes quite a while (25-30 turns), I wonder if
it won't become too boring. OTOH there will be quite a lot of briefing
messages, but I really don't know. Please play it and post any
suggestions. I already lowered the number of starting enemy tanks, any
other ideas?

I think it's quite nice so far. One way to make it seem a little more intense would be to give the player something else to do while ferrying the crystals back and forth. After taking the factory you have a sizable army, but it's got nothing left to do.

This is true and we should keep them busy :-). Read below.


It would be nice to have some sort of distraction that puts those units
to good use but still encourages the player to retrieve the crystals
as quickly as possible (e.g. to be able to produce much needed
reinforcements). Otherwise he'd just divert all his forces, including
the artillery, to that other threat and just push the transporting part
back a few turns. Offhand, I'm not quite sure how a good diversion
could look, though. Adding another base would probably mean he'd go
for that before transferring to the island unless there would be
superior enemy forces. In that case, though, it's unlikely he can hold
out long enough to get the crystals to the factory...

I added some events that create three infantry units at the edges of the map after destroying first of the tanks guarding the NW base. The player is given enough time to regroup back to base after destroying each unit. I thought I might add an infantry attacking the SW base but the player wouldn't have any units hanging around anymore so the base would probably fall.


This way the player always has some enemies to kill and won't get bored to death by moving single unit across the map all the time :-).

Apart from the playing experience, I'm not sure if I have done the events the right way (tm). Yeah, they do what I want but I don't know if this is the way you intended the mappers to do it. Please check events 9 & 10 & 11 (these are bound together -- they trigger when any of the blue's heavy tanks is destroyed) and 12-15.

Andrej

Attachment: T3v1.tar.gz
Description: GNU Zip compressed data