MajorDespair MajorDespair

AOTS: Today and forward.

AOTS: Today and forward.

Some humble .02 cents

 

 

Thank you devs for everything you have done with this game so far. It is really starting to become fun to play and this is still PRE beta! Pretty awesome. Now with that said, I know (and really hope) that the game will become unimaginably better. And with that I will put a couple of my .02 cents out for ideas of possible game development. A lot of these ideas and suggestions would probably more suit the single player wars and campaign, but I think some of them would really benefit multi-player and probably team based multi-player even more.

 

  1. Power generators: I was one with others in voicing a desire to toggle victory points off, and Frogboy stated that that would be done. However, it does bring up the point of what the generators and turinium would be used for. One idea would be to bring back a rebalanced power resource back. With the generators giving a small base boost plus a continuous trickle. I am sure others have even better ideas.

 

  1. Logistics: I am not talking about the logistical structures that are soon to be removed( I think I read that?). I am talking about using turinium and/or power as ammunition that is finite but that can be regenerated and/or produced, stored and transferred and/or carried. It could also be used to either power/enhance global abilities and/or special abilities. I am thinking that this would not be something necessary to win, but something that would be balanced enough to offer another way of winning or at least defending to turn an almost seemingly loss into a possible victory.

 

  1. Special Abilities: I really liked how the devs displayed special abilities for the t3 units. I think it would be good to have a global auto-cast toggle as well as an individual one if the global one is off. There would definitely be situations where I would like to use my t3 special ability over other situations prior. I know some players don't want to be burdened by this at all hence the global auto-cast toggle. And there are some situations or some meta-units  that I don't want to be bothered with having to manually use them, hence the individual toggle. I hope that there is also a way to train/tell the AI to better use the special abilities how and when we would most likely want it to.

 

  1. Defensive Structures: The devs strengthened up the smarty launcher, I like that. One of my favorite things about SupCom FA was how strong the defenses were. I would like to suggest making some pretty powerful defenses and stationary weapons. I know you guys mentioned there would be no massive arty, and that’s fine. But I think we should have the ability( or choose to have the ability) to be able to deny a limited amount of specific areas, unless the opposing team is willing to risk massive attrition to capture them. Though, one rule of any defensive structure should be that if the turinium generator is not captured in the area your building the structure, you need to have a certain number of the energizer units, depending on type of structure. The energizers would loose their power over time and have to go to a generator or seed to re-charge thereby having to facilitate a logistics train until the power generator of that territory is captured, another way of looking at #2 above.

 

    5.   Research: One of my favorite subjects and things to do in a game. Sometimes just sitting and looking at an elaborate tech tree wondering what to research first. I like some of the changes and glimpses of what might be so far. But what I think would be really cool are:

     i) Predominant  path: Researching what ever this path would be, would yield bonuses for that subject plus open up unique research. For example Attack path, would yield a higher damage rate on most weapons, and would have a unique researches for weapons, such as armor piercing and accuracy, etc. Choosing one path wouldn't prevent you from being able to research other paths, but you could only do so after you either finished your chosen path, steal or capture your opponents tech (you should be able to capture tech from husks left over on the battlefield as spoils of war), or you quit your original path and choose another. In the case of the latter, there would be a cool down period, to make that option difficult to exploit.

     ii) Unit upgrades: Secondary weapons and passive abilities for all tier units(maybe t3 has enough? Never enough for me). For example, extended line of sight for scouts. Or a targeting bonus for a meta unit with the t2 anti air or an anti-missile or rocket ability, etc. I think that this could really help effect the importance of how differently composed meta-units behave and are used.

     iii) Researching prototypes: We already have the Nemesis t2 sniper. Whether or not the devs choose to add more, I think it would be awesome to be able to capture Substrate/Post-human tech and not only make their units but better yet, be able to research and make new mixed and/or new ability prototype units.

 Anyways I have seen some other really good ideas and suggestions and I am sure there will be a lot more to come in this field.

 

  6.   Future expansions: There are 2 aspects of a cool direction this game could evolve into. One could be the galactic space aspect: As orbital weapons and abilities are used more and more to conquer planets to turn into turinium, space originating strategies are formed. First from satellite/moon based fighter and corvette attack/assault craft and later from full fledged intergalactic fleets, planetary invasion forces and star bases. Being able to do both space and planetary warfare would indeed be epic.

The other aspect would be the faction aspect: Post-humans are individual, but not the Substrate, right? Because the Substrate are united they start putting the hurt to the individual Post-humans(divide and conquer). So a couple of united Post-human factions are born…this in turn divides the Substrate into those that want to outright exterminate the Post-humans and those that simply want to curtail their appetite for turinium. I think the devs mentioned something about a third faction as well, and this might be a catalyst for uniting one of the Post-human factions with one of the Substrate factions, etc. All the while still being able to play as an individual Post-human or other with more and more prototypes and research being made available for R&D. Wow, crazy. Thanks for letting me become a founder!

88,949 views 51 replies
Reply #26 Top

Quoting tatsujb, reply 39


.... it's not really as if you weren't aware that turinium was in the game? what the hell are you talking about? it's not at ALL having any effect of the sort on me. IN FACT there isn't enough time in the game for turrinium turnarounds to play out that way. but effectively speaking from what I've been able to gather on the battlefield Turinium has LITERALLY no effect at all. whatsoever. It's kinda like score in FA : it lets you know where you and your opponent are at. letting you react to it a little. But if there was something you could do it's not as if you wern't going to do it anyways : why wait for a queue and put up all the theatrics unless you're just straight up nuts about roleplaying? in the end it doesn't effect the outcome at all.

Seems to me you just like to romanticize RTSes and don't really play to win. 

This does not sound like a top tier mentality. It seems like a casual player mentality. In chess a single pawn advantage is enough for a grandmaster to convert a win. If you are down one Turinium node, you have to do something about it or you lose. This is exactly the scenario I encounter when playing against the AI, who is better at capturing Turinium early than I am. I am forced to play catch up so I don't lose. That "force" means the AI has the initiative, and my responses are limited. If you cannot see the importance of initiative and forced player actions to strategy and tactics, and you cannot see how Turinium brings in that element, then you lose credibility as some kind of strategy expert and there's no point in worrying about your opinion.

Reply #27 Top

I'm just going to quip in here and remind everyone that the game is still very early.  Not everything is in the game.  When the game is more complete, as opposed to what we have now, we will be better able to determine how good Turinium nodes are as a mechanic.

Just calm down, yelling and arguing aggressively never solves anything :)!  Let's try to be civil and have a good discussion..

Reply #28 Top

shurtugalll, I'll back off because you are right. As time goes on I've come to see Tatsubj as someone who wants to steer AoTS in a direction that scratches the same itch that FAF scratched. He doesn't want the same game, but really he does. He is so vocal because he cares. The more he posts, though, the less credible he seems as some kind of RTS expert, and I find myself putting more trust in the devs' decisions. I think he is being counterproductive to the point where even the devs are offering to refund his money, and that is comical.

Reply #29 Top

Having different opinions or ideas about something is fine, you just need to leave it as an opinion/idea and move forward, let the Dev's read about it and decide what to do with it.

You should not in anyway decide for them or tell them what to do. If a Company have an idea for a game or whatever that they want to make, then they should just do it without any outside intervention. you will never make everyone happy at the same time, that's why you have so many options out there in the market for you to choose what is the most fit for you.

Talking about RTS games.. there is Hundreds out there and all of them are different. and all of them have a community behind them supporting it being big or small.

I am sure AOTS Dev's are working really hard on the game to make it fun for as many people as possible at the same time doing their best by reading and answering our posts as much as possible.

What Everyone need to do it take the base (vanilla game) as the main example, (the Pre-Beta build) and start talking about the bugs of that build and help the Dev's fix them, each new build of the game will change, and we will need to do that over and over to help the Dev's.

That's why you got into the founders, remember AOTS right now is not a fun game. still we are having fun playing it. Stardock gave us the early builds so we can support them and help them giving out our opinions about it, if they ask us to. like they normally do every month with the posts updates.

So if you have an idea or opinion then write it and let them read it and answer about it, just don't tell them what to do and what to not do, we are not the ones making the game, they are. We are just here to support them and help them make it come True, by being fun to play using their rules. all because we felt in love with AOTS and the direction the Dev's want to take it.

So if your not happy then go search for something else that will make you happy. Remember the game still need many more months to get version1 done, and many things will change from now on, in many ways.

So keep doing this awesome Job by building this awesome game the way you want it for us Dev's. We are here to support you in anyway we can.

Reply #30 Top

Eviator

 

Well this is a topic we are all clearly passionate about so heated discussions are a given haha!

 

But I've noticed this forum sometimes turns into my work place where everyone is yelling and arguing and at the end of the day only a tenth of what could have been done gets done haha.

 

Good point ASSADF

Reply #32 Top

1. I, too, think having generators being a supplementary structure would be in the best interest of development. Perhaps giving small bonuses to other aspects of upkeep rather than just power. Maybe even splitting bonuses amongst other types of strategic points. (One plant gives you boost to power while another gives a small percentage bonus to metal extraction, etc)

Turning it off entirely I think is a given and will more than likely make it into the game (or so I hope lol)

 

2. This actually follows in line with my own post about convoys and abushing. There's a lot of real, tangible depth that can be had here with this game. Adding special vehicles that can transport Turinium to your seed to be refined. Assigning patrols to guard convoys (guard feature mentioned in post as well). The possibilities!

 

3. This also seems like an AI behaviour update. It adds so much depth and a bit of an RPG kind of feel to the gameplay. It'd be nice if we could have done sort of basic ranking system involved. Giving more experienced units an egde in battle. I like thinking of games like Kingdom Under Fire on the original Xbox. It had so much potential as an action/RTS hybrid. I am amazed and disappointed that more developers don't implement this kind of thing seriously. Games have tried since, but always fall short for one reason or another. If KuF can do it, anyone can.

 

4. I agree on this one 100%. SupComs defense mechanics were top notch (I'm a turtler in RTS games so this is one of my favorite things to do). I love the idea of creating a Helms Deep in any game I play. If it can't accommodate, or simply lacks interest from players and devs, it usually loses my interest :/

 

5. This one actually brings me to Sins. I looooooved the research mechanics and the amount of depth and variety you could have from faction to faction (or subfaction if you play Rebellion). Research was always my way of seeing a game through a fresh set of eyes each time I played a new faction.

 

6. I'm overly excited about the results of the finished game. Thinking about expansions and future content beyond release just gives me heart problems.

Reply #34 Top

I have a proposition regarding Turinium - instead of making it a hard victory condition like now, it's possible to make it a unique resource required to power a massive and expensive game ending superweapon, like a Virus Transmitter capable to reprogram units and buildings in a very wide area. Weapon should only start to charge and be able to fire if the team have more than half Turinium Generators captured and connected to the weapon building. This way, Turinium Generators are very significant in a late game, but there's no need to run in circles around them on the 5th minute, which yields more strategic options during early game by cutting mandatory actions - it's up to player to decide if he's able to win before enemy is able to use superweapon, or it's better to fight for superweapon instead.

Reply #35 Top

Quoting KaneTiberian, reply 49

I have a proposition regarding Turinium - instead of making it a hard victory condition like now, it's possible to make it a unique resource required to power a massive and expensive game ending superweapon, like a Virus Transmitter capable to reprogram units and buildings in a very wide area. Weapon should only start to charge and be able to fire if the team have more than half Turinium Generators captured and connected to the weapon building. This way, Turinium Generators are very significant in a late game, but there's no need to run in circles around them on the 5th minute, which yields more strategic options during early game by cutting mandatory actions - it's up to player to decide if he's able to win before enemy is able to use superweapon, or it's better to fight for superweapon instead.

 

make it anything but VictoryPoints

 

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