alway

alway

Joined Member # 2842056
5 Posts 286 Replies 17,655 Reputation

hmm... from your responces I have come up with a solution... an option that, instead of limiting pirates based on some arbitrary pre-programmed number, will let you limit max pirate based on the fleet sized of players and AI perhaps something on the order of: max_pirates=X*total_ships where max_pirates determines how many pirates can be active in the game where X is a percentage determined pre-game by the player where total_ships is the total of all AI and player sh

76 Replies 17,003 Views

Indeed! One of the things that makes many RTS games boring is that you can blitz up the tech tree, and then spam out whatever is at the top, which then anhialates any enemy armies with ease. Many RTS games need a little more "S" in them... If the cruisers work out well than you will have sucessfully ended the dominating high tech spam fests

61 Replies 21,408 Views

I personally haven't played the beta, but something that might work for skirmish mode (it might unbalance campaigns, so probably not usefull in them) would be the ability to change speeds on just certain aspects of the game. A great example of this is a game that came out a few years ago called Empire Earth 2, (I didn't really like the game much myself due to gameplay) in skirmish mode you could change the speed certain things such as movement, construction time of units and/or buildings. <

28 Replies 6,878 Views