| Author |
Topic Search Topic Options
|
some random guy
Forum Warrior
Joined: 26 Aug 2010
Location: saturn
Status: Offline
Points: 378
|
Posted: 25 Sep 2010 at 20:59 |
there should be digging units-units that do nothing but make tunnels. these units would have no attack or defense, and only 1 could be sent out at a time. there would be basic and advanced types, and some races would have better tunnelers than others.
it would take some time to tunnel each square, say a 2 minutes+or- a couple seconds for different types of tunneler (this seems not that much, but if you tunnel out 100 squares that is 200 minutes, or 3 1/3 hrs). once a tunnel has been dug, regular armies could pass.
there should also be different types of soil and rock: topsoil: easy to tunnel through, high collapse rate clay: medium tunneling speed, high collapse rate gravel: hard to tunnel through, high collapse rate sandstone: the "plains" of the underground shale: easy to tunnel through, medium collapse rate basalt: hard to tunnel through, low collapse rate granite: impossible to tunnel through there could be more of these, I have only listed a few.
tunneler units could be transported to the place to start tunneling in carrier units. pathfinding could be used before tunneling.
|
|
Soon, very soon, my name will become synonymous with chicken alfredo.... mmm.... chicken alfredo....
|
 |
bartimeus
Forum Warrior
Joined: 09 Jul 2010
Location: Right behind U
Status: Offline
Points: 222
|
Posted: 25 Sep 2010 at 14:39 |
I watched a nice video of this game on you tube.
Multi level of game does seam nice.
Here is some of my ideas (I tend to give ideas like that so other people can build up from them using their own Idea) :
-Darves should get a bonus to tunnel digging, but every species should be able to.
-air unit should be very weak, just moving on top of a tile where enemies ranged units are should be enougth to sink them (thats actually true most of the time)
-boat travel time should be inacurate, as a storm could delay and a good weather could speed it up.
-Some tunnel would be there from the beginning (make it the ruins of an ancient civilisation) but other tunnel could be added.
-How about making the tunnel upkeep in this way; for every tunnel type (depending of the type of tile it crosses) there would be a 1/x chance that the tunel collapses every day. collapsed tunneltile would have to be redigged. Long tunnel would obviously end up having a lot of tile to be redigged every days. Collapsed tile wouldn't stop stuff passing through, but it would slow down movement so much that you would always want to keep your tunnel as clean as possible. (this way you dont complitely stop your caravan if the tunnel collapes on front of them after you loged off.) Tunels under mountains would have less chances of collapsing but would be more expansive to redigg. tunnels under rivers would be very short lived and would need a lot of maintenance.
|
|
Bartimeus, your very best friend.
|
 |
Aelfric
Greenhorn
Joined: 05 Jun 2010
Status: Offline
Points: 76
|
Posted: 25 Sep 2010 at 02:19 |
|
HM, I haven't played it either but I could draw my imagination from playing Heroes of Might and Magic series.
|
 |
some random guy
Forum Warrior
Joined: 26 Aug 2010
Location: saturn
Status: Offline
Points: 378
|
Posted: 25 Sep 2010 at 01:53 |
ah. as I have not played "age of wonders" i wasn't sure what you meant
|
|
Soon, very soon, my name will become synonymous with chicken alfredo.... mmm.... chicken alfredo....
|
 |
HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
|
Posted: 25 Sep 2010 at 01:35 |
|
If you've ever played Age of Wonders, you'll have a good idea of what I'm describing here. In that world, underground isn't just a network of tunnels with two or three entrances/exits each. It's basically a whole new level of "world" with rivers and cities littered throughout. Being underground only makes it a little more confining, similar to how mountain ranges would somewhat block land movement--even non-cleared areas can still be tunneled by dwarves, with those tunnels eventually collapsing if not maintained.
In such an environment, blockading entrance/exit points would require a whole lot of power, as you'd be opposing everyone in the area above and below who wish to trade or conduct warfare between levels and need that passage to do so.
|
 |
some random guy
Forum Warrior
Joined: 26 Aug 2010
Location: saturn
Status: Offline
Points: 378
|
Posted: 25 Sep 2010 at 00:41 |
ok. this is what I see in the way of land/air/underground type travel: land: same units as now ground transport: humans: wagons or carts. dwarves: land sailers (basically a cart with a sail on it) elfs: land based dragons orcs: trolls pulling sledges air: elfs: giant birds humans: gliders dwarves: hot air balloons orcs: flung from a catapult (I cant think of anything better at the moment) underground: I really don't think that there should be an underground, for these reasons: 1: it will be hard to figure out where to put the best tunnel entrances to benefit all players. 2: large armies could simply cut off all entrances for newer players, resulting in less fun and more inactivity. 3: who wants to have armies getting lost in the dark without a light?
in conclusion, land units should still be the dominant units, but there should be 1 type of air unit to add another dimension to the game. also aircraft carriers would be AWESOME!!
|
|
Soon, very soon, my name will become synonymous with chicken alfredo.... mmm.... chicken alfredo....
|
 |
HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
|
Posted: 24 Sep 2010 at 22:12 |
Fixed access points for subterranean locations (i.e. holes, caves) or
water (i.e. shoreline) makes since, but air locations shouldn't be
constrained. |
I think you need to consider what I said in a more literal context, as it would have to be when actually implemented as (program) logic. Air access locations are constrained to the place you launch (your city) and the place you land. Also, access to air is an airship-only thing, making it in ways far more constrained than the paths between various other layers. Otherwise, air units could intercept cavalry or ships, which is taking it too far and complicates both pathfinding and battle resolution. How do you find the interception point between two disjoint graphs, and what should a cavalry unit's attack vs airship and vice-versa be exactly? And what about blockages? Some should penetrate the air layer while others do not (i.e. mountains slow land but block air, bridges block water, unbridged water blocks land, etc.). Airships must be able to touch land only, not arbitrarily become land or water-based vessels to get around obstacles, and a clean implementation of obstacle knowledge shouldn't require checking for content in other layers but not this one. Proper separation of concerns is aided by separation of the data in the first place. All these issues are dealt with by operating on the concept that there are no access points for air except two special per-trip ones: where you launch, and where you land. Save for these, you have your own disjoint graph in which you can map your path, possibly taking advantage of trade winds, avoiding storms, and even intercepting or avoiding other units already in the air. Things get most exciting on any layer when you introduce the concept that at a unit/army level "there ain't room for the both of us."
As for ground based transport, I think it would fit in with the world to just be able to mount the whole army on horses [borrowed from your resource stockpiles]. |
I like this idea. A lot.
|
 |
Zangi
Forum Warrior
Joined: 15 Jul 2010
Status: Offline
Points: 295
|
Posted: 24 Sep 2010 at 20:01 |
|
Perhaps the transports carry the slowest units. Especially when you have more troops then transport space and you have a mixed army.
Ground Transport Space Siege - 1-2 Mounted - 50 (They will go SLOWER, but the last units to place into the Transport.) Foot - 200 (Jamming as many troops as possible into as little space as possible, no sitting space. Uncomfortable.)
Speeds Human - 10 Orc - 9 Dwarf - 10 Elf - 9 (Some foot units will go slower.) Will go slower in some terrain and faster in others, depending on race.
|
 |
Ethelion
New Poster
Joined: 16 Sep 2010
Location: USA
Status: Offline
Points: 34
|
Posted: 24 Sep 2010 at 19:26 |
Fixed access points for subterranean locations (i.e. holes, caves) or water (i.e. shoreline) makes since, but air locations shouldn't be constrained.
While I'm not outright opposed to airships in Illyriad, I'd prefer the flavor of air travel to be more mythical and less technological (i.e. dragons, gryphons, harpies, pegasi). They would naturally limit capacity. The need to have a near one to one mapping with ground units (i.e. make an infantry unit into a dragonrider by adding a dragon) would balance the cost with the benefit.
As for ground based transport, I think it would fit in with the world to just be able to mount the whole army on horses. It would work something like this:
When on the "Send Army" screen, there would be a check box allowing you to mount your army, which would impact the speed with which it would move. It would require Horses = Army Size - Mounted Units. Since the foot units are not trained to fight on horseback, the extra horses wouldn't impact the outcome of the battle. If your army returned/survived, the horses would stay with the army until entering your town at which point they would return to your supply. If your army were eliminated, the horses would remain with the victor.
So you would have the option to make moving your army fast, but it would be costly and potentially end up gifting a lot of horses to your enemy.
|
 |
HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
|
Posted: 24 Sep 2010 at 18:58 |
|
There's room for airships in fantasy settings. Overdoing it might push into the domain of steampunk, but steampunk is actually a sub-genre of fantasy, and true steampunk has more to do with steam-powered computers than airships (the whole concept being predicated on Charles Babbage getting his Difference Engine built in his own time.).
As far as Illyriad is concerned, there ought to be room for air and subterranean activity without losing the value of rivers. Simply limit carrying capacity substantially and land/water travel retains its pre-eminent importance. We've already heard that there will eventually be air units as well as mythic beasts. And the Age of Wonders series has demonstrated how it could all work very well: air, ground, water, and underground could become different terrain layers with fixed access points between layers. Then all the pathfinding necessary to hold/control land or air still work, including the ability to intercept and shoot down units passing over your airspace--making air or water travel very risky without sufficient investment into escorts even if carrying capacity is high.
Your Zepplin super-carrier just crashed, taking 1,000 elite infantry and 4 commanders to their graves without ever lifting a sword. But they got there very fast without paying the bridge toll...
|
 |