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Re: [glob2-devel] Some feature requests & discussion


From: Stéphane Magnenat
Subject: Re: [glob2-devel] Some feature requests & discussion
Date: Wed, 19 Jan 2005 17:55:22 +0100
User-agent: KMail/1.7.1

Hi,

> About the guard areas (the blue ones) - i think there should be some better
> repartition of the units within these areas. Over time the game should make
> that the density of warriors for all areas is about the same everywhere.
> Because now warriors just go to the nearest area. This makes it useless to
> guard some backdoors.

It is improbable we implement this in any short time. This would require 
excessive processing power we are not ready to put into guard areas.

> About conversion, I think that there is one major thing missing: A while
> ago I suggested a counter showing you how much units you win or lose...
> This is great but once again what I told nct was only undersood half. I
> think it is really important to know to WHO the units go... because
> currently there's just no way to know who is stealing your units and this
> makes it very hard to know how to react and who to attack. What do you
> think about a little graph like one of the two attached? Perhaps this graph
> would only show the units converted during the last 2 minutes to show more
> the tendency than the overall thing, because what the player needs it to be
> able to react quickly to unit conversion.

This is a good idea but not trivial to put in practice because of scaling 
effect. We could display the log2(units converted) normalized to the max if 
the max is over, let's say, 16.

> Also there should be a color-blind friendly option. That option would
> activate that a small player number would be shown next to each element
> that is only differ by the color (it could also be possible to show the
> name of the player - but this can take more space to display). Like each
> globul would have a little number near the already existing icon of what
> the globule transports - same for buildings. Also on stuffl like the graph
> i just suggested we could add the number of each player. This would also
> make the game easier to use for everybody as soon as there are a lot of
> teams (above 8 teams it gets really hard to see the difference of the
> colors).

Good idea.

> What I think makes a game interesting is if there are multiple strategies
> that allow each to block another strategy. Now in glob2 we have three cool
> strategies (military forces, conversion, clean resouces) - but not yet a
> strong interaction between the strategies. I think that the problem is that
> conversion and cleaning are too strong. There should be upgrades that allow
> to prevent systematic conversion and to defend better ressources from being
> cleared - and then again other strategies that make these upgrades useless.
> We should make some graphs about how such an upgrade system could work to
> be interesting. But this reflection would of course not be for an immediate
> implementation - something like post stable release.

That's true. Note that there is also the prestige one. More details and 
suggestion on those balancing are open.

Now that the Wiki and forum are in place, I would suggest we resurrect a good 
structure for handling improvement suggestions. As always, dear community, I 
trust you to self-organise ;-)

have fun,

Steph




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