Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Published on October 21, 2008 By Draginol In Demigod Journals

Right now GPG is in the process of implementing generals.  Before I spoil it and tell you how they work it would be cool to hear HOW you guys think they should work?

Now, bear in mind, there's balancing and scope involved here. While on paper having assassins play like they do now and have generals play like a Supreme Commander style RTS might sound good, that would be impossible to balance and probably not very fun in practice.

So what would you guys like to see? After enough comments, we'll talk about how we're doing it and then see what tweaks we can make based on your feedback.


Comments (Page 3)
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on Oct 22, 2008

I would like to add that in other post I had out there from Demigod Q&A with lead designer Mike Marr that the article was correct and that the creep control is gone. IE the death of the general all we are going to get from this class now is one unique creep about the level of the healer and will not be able to build or control anything but that one unit and i am starting to wonder if that unit will be a non controlled AI. We get some bonus spells but the generals appear as on now useless.   You will not have a mass army to attack with if you are lucky under 10.

 

I just dont understand how GPGnet had a great concept for a game (The reason I want in the Beta) and now it is imposable.

Come on you have to give us some army controll or stop calling this a RPG RTS Mix.  SCATHIS were are you when we need you LOL.

on Oct 22, 2008

If you got two portals you should get 2 of your unique that you control one for each portal so then you should be back to a possitive number at 30 seconds of lets say +4 if creeps come out every 15 seconds. but then if you think you got them on the defensive use your gold advantage you just got for 30 seconds and build more of your unique unit.

on Oct 22, 2008

lprometheus
I would like to add that in other post I had out there from Demigod Q&A with lead designer Mike Marr that the article was correct and that the creep control is gone. IE the death of the general all we are going to get from this class now is one unique creep about the level of the healer and will not be able to build or control anything but that one unit. We get some bonus spells but the generals appear as on now useless.   You will not a mass army to attack with if you are lucky under 10.

Yes I told you all in that posting but nobody would believe me. HorseRadish gives himself pat on back!!!!!!

on Oct 22, 2008

http://forums.demigodthegame.com/327102

I posted my concept here... the details are there, but essentially rts commands are abilities that use energy like any other abilities. They are unlocked like any other ability as well.

on Oct 22, 2008

ToxDrawace
who says creeps can't go back to the health crystal?

 

No one says they can't.  In fact, I hope they can.  But if I have to lose 5 of 6 guard creep to kill a demigod, and he comes back in 30 secs, while I have to wait for 5 min (5waves) to get my guard creep back that is WAY uneven.

on Oct 22, 2008

HorseRadish
If you got two portals you should get 2 of your unique that you control one for each portal so then you should be back to a possitive number at 30 seconds of lets say +4 if creeps come out every 15 seconds. but then if you think you got them on the defensive use your gold advantage you just got for 30 seconds and build more of your unique unit.

 

Creep waves definately don't come every 15 secs.

on Oct 22, 2008

who says creeps can't go back to the health crystal?

If you would read the posting Stardock said "Supreme Commander style RTS might sound good, that would be impossible to balance" let me break this down for all of you who dont understand the posting. All creeps both Classes will NOT be under the users control. This post is to find out what they can do to stop people from being Mad!!!

 

 

 

 

on Oct 22, 2008

lprometheus


If you would read the posting Stardock said "Supreme Commander style RTS might sound good, that would be impossible to balance" let me break this down for all of you who dont understand the posting. All creeps both Classes will NOT be under the users control. This post is to find out what they can do to stop people from being Mad!!!

 

 

I sure hope you are wrong.   I hope they mean base building and massive amounts of units are out.  If they can not get this working, I will be VERY disappointed.   Hopefully the solution they have in mind does not suck.  

on Oct 22, 2008

they also said it isn't finally decided yet

on Oct 22, 2008

All creeps both Classes will NOT be under the users control

This perspective might jump the gun a bit, as "Supcom-style RTS" involves a whole lot more than unit control.

Alot could be done, strategically, with squad commands.  Personally I would like the hunter/pets dynamic better than allied creep control anyway.

example:  Sedna approaches UB and casts Slow, to keep him off of her.  Her 5 yetis start to charge him as soon as they are in range, as their stance is set to aggressive.  The Beast ignores the yetis and tries to close with Sedna.  Sedna kites, keeping out of melee range and letting her yetis do the work.  The yetis start to weaken, however, as UB unleashes Ooze.  Sedna calls her yetis back to her, and casts heal as she runs, which is magnified 5% for every yeti within radius.  She then sends the yetis back in to tangle with the beast...After UB is dead Sedna casts resurrection on one of her fallen yetis, bringing it back to life, as well as using her increased level to up the unit cap and summon another yeti through a temporary gate.  Finally she spends 2000 gold to upgrade one of her yetis to a shaman, who will magnify her spell effects by 10% and heal much like a priest.  Sedna, her shaman, and the 6 yeti guards set off to find another god to kill.

 

on Oct 22, 2008

how do you want them to control the normal creeps, its impossible, heres some reasons:

1. what if there are more then one player on a team, and each want to take them different place?

2. you can stack them and than release them on a huge attack no one can stop.

3. you would have to canstantly tell them where to go, thats annoying.

there are more but I think you got the point, I hope were all clear about normal creep control now.

on Oct 22, 2008

3. you would have to canstantly tell them where to go, thats annoying.

Have ever played a RTS or just play Rail road Tycoon? Go pick up a copy of SupCom then come back and play with the big boys.

I think you get my point

on Oct 22, 2008

"Generals" need to *influence* A.I. ... I believe more conventionally certain schemes will sabotage the flow of the game, which is to a large degree dictated by Minion endeavour. 

on Oct 22, 2008

lprometheus

3. you would have to canstantly tell them where to go, thats annoying.
Have ever played a RTS or just play Rail road Tycoon? Go pick up a copy of SupCom then come back and play with the big boys.

I think you get my point

 

No need to be rude, he is just expressing his point of view.  I agree with you that I want contol of the guard creep and micromanagement, but he can still have his opinion without being insulted.

Disagree with the idea, not the person.

on Oct 22, 2008

The basic control style should be somewhere between SupCom and Republic Commando. Not much more to say about that.

I personally am more interested in how the general's units are produced. If it can be balanced, I'd want to see different generals have different production mecanisms (one general produces relatively powerful units, but they're made in a building towards the back; another vomits up units periodically, but they aren't quite as powerful; another can summon larger numbers of weaker units for some cost, etc.)

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