Idea list discussion - from Feedback
Posted: Sat Apr 18, 2009 12:04 pm
I want to discuss this idea list from feedback. Say which you like, which never should appear.
1) MAP EDITOR
a) Stones on all ground types (especially water)
b) Earth: can hold buildings but no resources
c) Swamp: no buildings, only resources
d) Deep water: no algae, slower swimming, (waves/currents?)
e) Cactus's: like papyrus, but in the desert
f) Cliffs for (pseudo)height, like http://tinyurl.com/aoecliffs
g) Eye candy: flowers, mushrooms, rabbits, birds, fish ...
h) Some obstacles: bushes, big rocks (2x2), mountains (4x4) ...
i) More tree types (bamboo, pine, oak, palm trees ...)
2) GAMEPLAY
a) Don't show "papyrus: 0" in the resource requirements
b) Delete key should delete selected building
c) AI allies shouldn't build in your base
d) Resources should occasionally spawn diagonally too
e) Trees grow slower, fall down when cut, can hold up to 3 logs
f) Don't play battle music just because 1 explorer got hurt
g) Slower swimming, water should be an obstacle
h) Spectator mode for YOG games! Also, record games for replays?
i) Double click to select all walls in a chain
j) Place "Upgrade" and "Destroy" a bit further apart
k) "Destroy" can really look like a "Done" button
l) Circular line of sight instead of rectangular
m) All that work in SGSL and USL, where are they now?
n) Workers shouldn't go get something from undiscovered areas
3) BUILDINGS
a) Upgradeable walls
b) Upgradeable swarms: spawn units faster, less hungry units
c) Watch towers: cheap, long line of sight
d) Warehouses that collect chosen resources until needed
e) Statues/fountains that help attract enemies (local effect, doesn't stack)
f) Churches (Stonehenge-ish): same, but require workers to operate
g) Scare-crows if you add birds that eat wheat (would reduce overgrowth in non-inhabited areas)
h) A well to boost fertility (a bit, doesn't stack)
Feel free and comment.
source: http://glob2.uservoice.com/pages/genera ... mple-ideas
1) MAP EDITOR
a) Stones on all ground types (especially water)
b) Earth: can hold buildings but no resources
c) Swamp: no buildings, only resources
d) Deep water: no algae, slower swimming, (waves/currents?)
e) Cactus's: like papyrus, but in the desert
f) Cliffs for (pseudo)height, like http://tinyurl.com/aoecliffs
g) Eye candy: flowers, mushrooms, rabbits, birds, fish ...
h) Some obstacles: bushes, big rocks (2x2), mountains (4x4) ...
i) More tree types (bamboo, pine, oak, palm trees ...)
2) GAMEPLAY
a) Don't show "papyrus: 0" in the resource requirements
b) Delete key should delete selected building
c) AI allies shouldn't build in your base
d) Resources should occasionally spawn diagonally too
e) Trees grow slower, fall down when cut, can hold up to 3 logs
f) Don't play battle music just because 1 explorer got hurt
g) Slower swimming, water should be an obstacle
h) Spectator mode for YOG games! Also, record games for replays?
i) Double click to select all walls in a chain
j) Place "Upgrade" and "Destroy" a bit further apart
k) "Destroy" can really look like a "Done" button
l) Circular line of sight instead of rectangular
m) All that work in SGSL and USL, where are they now?
n) Workers shouldn't go get something from undiscovered areas
3) BUILDINGS
a) Upgradeable walls
b) Upgradeable swarms: spawn units faster, less hungry units
c) Watch towers: cheap, long line of sight
d) Warehouses that collect chosen resources until needed
e) Statues/fountains that help attract enemies (local effect, doesn't stack)
f) Churches (Stonehenge-ish): same, but require workers to operate
g) Scare-crows if you add birds that eat wheat (would reduce overgrowth in non-inhabited areas)
h) A well to boost fertility (a bit, doesn't stack)
Feel free and comment.
source: http://glob2.uservoice.com/pages/genera ... mple-ideas