
Potjeh wrote:No, not really. Core design should be fairly abstract to accommodate flexibility in concrete implementation, but still concrete enough to avoid feature creep. It's kinda hard with complex projects like MMOs but I don't believe it's impossible.
Potjeh wrote:Once you complete the core design (and it's still incomplete going by the about page), you should have a stable, balanced and fully functional game, and only then should you thing about making v2 of the game with expanded core.
Potjeh wrote:Anyway, please read at least the first chapter of Code Complete. It's free, it's well written and it's insightful. Come on, what do you have to lose ;)
rye130 wrote:Any chance you can comment on my understanding of how to abuse the new system? The diagrams not that ugly :cry:
irongete wrote:Thats why the +damage stacks. You can move it and keep attacking the next wall with a bit more damage.
loftar wrote:irongete wrote:Thats why the +damage stacks. You can move it and keep attacking the next wall with a bit more damage.
The feasibility of that solution depends on the range you can move the siege engines without their efficacy dropping too much. If you make that range too large, an attacker will simply "charge" his siege engines outside the claim of the defender and avoid the time limit, and if you make it too short, multiple wall layers are there. I'm not confident there is a Goldilocks zone between those extremes.
To add to that, the survival of the siege engines seems critical for the same reason, and depends on the attackers being constantly online, which is the exact same problem that we're currently trying to deal with.
Potjeh wrote:WTF? Since when are games not software?
Potjeh wrote:As for those principles for siege system they seem solid, but I don't really see much effort to follow them in the concrete design. Specifically, I don't see how can binary siege with hard outer shell and soft innards mesh with the second objective, and every iteration of siege thus far has used the shell design.
irongete wrote:Siege engines should not charge if attacking unclaimed walls.
irongete wrote:About the attackers being constantly online, thats what a siege means. You want to siege your enemy so you need to cut supplies from the city therefore you must be there.
irongete wrote:Maybe a different aproach: you can only attack the siege weapon when your enemies are inside this "virtual zone" (battlefield). But give some good hitpoints to the siege engine. So attackers need to keep defending themselves, repairing the siege engine and attacking the wall.
jorb wrote:Ideally the game should play itself.
Users browsing this forum: Claude [Bot], norbiux and 60 guests