Empires: Perfect union project (playable demo)

Discussion in 'Off Topic' started by TheLiberalElitist, May 12, 2011.

  1. DonMegel

    DonMegel Member

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    What are you implying?
     
  2. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    that tank has way too many things on it. and the gas tanks simply say shoot me for fireworks display.
     
  3. Aeoneth

    Aeoneth Member

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    I understand that keeping Polys low and using normal maps and other such effects is the best thing to do...

    However you still need the base model to have a semblance of the shape of the object your modelling. I have a hard time visualizing objects such as these without exterior help. THAT is what I was praising megel for
     
  4. Z100000M

    Z100000M Vithered Weteran

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    What Baneblade version is that?
     
  5. Zeke

    Zeke Banned

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    Stormsword.
     
  6. Zeke

    Zeke Banned

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    too many?
    here is a size referense.
    [​IMG]

    the tank is specialized as a siege breaker and for demolition of defenses and structures in massive battles...

    which is exactly what can happend in wh40k if the tank get shoot by an armour piercing round from behind followed by a unlucky dice roll...
     
    Last edited: Jul 19, 2011
  7. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    did he say dice? wow.
     
  8. Zeke

    Zeke Banned

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    yep, warhammer 40k, never heard of it?
    or perhaps dawn of war rings a bell?
     
  9. Grantrithor

    Grantrithor Member

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    It's the space version of dungeons and dragons, except more like a turn-based tactics game instead of a turn-based rpg.
     
  10. Empty

    Empty Member

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    It's nothing like DnD.

    The only things it shares is the fact that it's tabletop and you use dice.

    That's like saying yahtzee is the same as DnD.
     
  11. Smithy

    Smithy Developer Staff Member Administrator

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    Using one of MY screenshots in which i subdivided 50% of the mesh does not prove your point I'm afraid. It lacks the detail of the one you linked for sure, but you cannot mention tricount in this instance...
     
  12. Zeke

    Zeke Banned

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    i was unaware of that you had modified it, what was the original tricount? (if you still got the original that is)
     
  13. Smithy

    Smithy Developer Staff Member Administrator

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    Megel's low poly(the version i have...) is 7844 tris and his high poly is 194195 tris.
     
  14. DonMegel

    DonMegel Member

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    I was thinking of a Missions system for Empires Unity

    Commander and Squad Leader can create missions. Missions are made available to players who are qualified to undertake that mission immediately or, all missions can be seen by hitting the mission button and bringing up the mission screen. Each mission cost a certain number of Squad or Command points but extra points can be tacked on to make it more appealing to the takers. Open missions have a timer and expire if not taken. Expired missions cost the Squad/Commander 10% rounded up to the nearest point. Once a player accepts a mission it is taken off the market and can not be accepted by other players. Successfully completing the mission awards the player with the squad/command points. Squad leaders/commanders who create missions that are successful are refunded 25% of their mission cost. No points are awarded for failed missions.

    Only applicable players can accept missions.
    Example, Only player in an attack aircraft can accept Air strike missions. Only players driving a tank can accept Armor support missions, etc.

    Squad Leader Mission Requests:
    Air strike: Strike this area (request number of strikes, size of munitions)
    Evac: evacuate squad to point on map (Evac from current location to way point on map placed by squad leader)
    Armor Support: Have armor stay within certain distance of squad for certain amount of time (request type of armor [light, med or heavy] as well as duration of escort)
    Artillery strike: barrage this area. (can request certain level of barrage)
    Destroy Target: Destroy target.

    Commander Mission Requests: Only squad leaders can accept Commander missions.
    Move to this location- Very cheap, just move there.
    Attack area- Attack target within area for certain amount of time.
    Defend this position- remain within area for certain amount of time.
    Destroy this target- destroy target
    Capture this point- capture building or area on ground identified by commander.

    What are your thoughts?
     
  15. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    sounds rather complicated to implement, test, balance but, it could be interesting.
     
  16. Grantrithor

    Grantrithor Member

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    That actually sounds pretty awesome
     
  17. Aeoneth

    Aeoneth Member

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    We had a similar plan for ColdTrap when it was getting designed. Yours sounds a bit better since ours was mostly automatically generated.

    Your points system sounds a bit confusing. But that's probably because I don't understand how the squad/command points would interact with the rest of the game.

    But from what I read its like a bounty system
    Commander puts up mission for 10 points
    Squad A takes mission and is successful and gets 10 points
    Commander gets 3 points (0.25 * 10, rounded up) back for successful mission

    Is that correct?

    It sounds good but would probably be better with a whole mission board kinda thing instead of just random allocation / anyone who can allocation
     
  18. flasche

    flasche Member Staff Member Moderator

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    no aeoneth it wasnt autogenerated. commander would have set targets, then the autogenerator thing applied missions to players depending on various factors (class, points, position, ...)
     
  19. MOOtant

    MOOtant Member

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    You should throttle your great ideas by ability to make them in the game. This isn't even core of gameplay.

    Let's assume your Empires Unity works mostly like Empires - there are squads. It's already stupid thing to have. If you add more abilities based on squads it gets even dumber. Static squads simply don't work after team starts getting into tanks. Your idea of missions makes static, slow inefficient system into even more inefficient one. Situation in 16 vs 16 changes so often that all these little missions will at best distract from the thing that makes most sense to do.
     
  20. flasche

    flasche Member Staff Member Moderator

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    thus why i think it would be better to only the commander set rough, area based targets (similar to "attack this position" or "hold this area") for some AI to generate missions for individual players. you simply award some extra points for successful missions, just a small bonus.
    in the end its no mmorpg - or at least i hope. stuff like kill x things of type y to get many points (or xp in mmos) is a quite stupid gameplay mechanic ...

    i think such mission generator would be a good incentive for players to follow the commanders order since they get a few more points for completing them - and from the commanders view it would be a great tool to direct troops. you mark areas and people are automatically assigned waypoints. if you additionally add a weighting system you can even set the generator to assign more people to one area of the map.
     
    Last edited: Jul 27, 2011

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