cpletourneau

More Questions for the Devs

More Questions for the Devs

AoS requested options

 

I have a few request for the game development team for a few areas, I have been making some maps for the game and I have noticed a few issues that are game related, May I ask Clarification on the following options please.

1)      The ability to utilize the ground Tactics I feel are missing at the moment. I made a 3v3 map with a large playing field with cliffs to put defense up to utilize the high ground, I find the defense structures are in need of Base Radar area. All buildings should have a base range for radar and then putting up a radar to enhance the units range. I noticed that the enemy units were able to get right on top of the defense turrets before the turrets were able to shoot at the enemy target. I think a basic radar range for buildings is missing limiting the effectiveness of any defense structure.

2)      I believe a bonus for all units should be achieved when utilizing the defense levels of ground, for example…If I put turrets up on a cliff overlooking a Valley then those turrets should get a bonus for Damage resistance and to deal extra damage considering as they will be above the enemy attacking units and should be harder to be hit from enemy attacking units, and if they are on the high ground shouldn’t they receive a range bonus seeing as they are on high ground and should be able to see farther?

3)      Starting locations need to be set up so we are able to pick our start location, if you’re in a multi-player map playing as a team you don’t want most of your team mixed in on the enemy’s side. We do need to be able to put players in locations depending on their skill as well, if you have 3 strong player’s and a new player we would want to put the new player in a safer area so they can learn and support the stronger players.

4)      we need an option to ping the map so we are able to send commands to a team player, in team games the commanding officer will need to organize their team and issue orders or warn them of incoming enemy units

5)       Is there a manual to the map editor I would like to find out all available options and abilities available to make some real nice maps.

6)      Will this game support 5 v 5 6 v 6 8 v 8 what will be the Max game size I hope it will be at least 6 v 6 most people will be able to play a 6 v 6 if this engine is multi core and multi GPU. Then it will depend on the players internet speed. A connection meter added to game lobby would be helpful as well to determine if all the players will have the right tools needed to play games of that caliber.

7)      Can there be a satellite strategic view option added to the game, much like the space bar Map view but more detailed with a battle over lay option.

8)      I see your medic is a field medic of sorts but is not very smart, can you make it smarter so when it’s on patrol it will be able to repair all units in need of repair. I have to tell it to repair some units manually, and they should just go repair crazy when put on Patrol.

9)      Factories need to be able to issue Commands to units before they leave the bay, like assist a different factory or put on patrol… options like that so we are not always having to issue repeat orders to every unit that come out.

10)   When building multiple Factories we need to be able to select more than one at a time and issue build orders to all at the same time. ATM you have to select every factory one by one and issue build orders and check the repeated build box, you cannot select 5 or more Factory’s and  issue all of them the same orders they won’t take them, it will only issue the orders to one factory the rest won’t follow suit.

11)   Can there be a custom Map size added to the map editor we are in the era of Mega computing and this game should take the bull by the horns and make examples and statements to all other RST games, this game has the potential to be the most revolutionary and epic RTS game ever made the engine has this potential,

12)   How much does Oxide want for a licensed copy of the engine (if it’s available for a private developer) I have a game I would like to port to this engine, it’s just a web based text game but it would be great to make into a game on this engine. and it is by no means compared to AoS I mean no disrespect for asking this Question. So Please don't Ban me >:

13)   More to come… sorry if this has been Brought up but there is just so many posts that are redundant that I don’t have time to sit and read over every single thread to find one post out of 500 to answer my question,

14)   Does a team share resources or are they all set for individual player intake, If they do can a meter be added to show how much res id being shared and the option to stop and enable the res sharing

15)   unit movement and formations, can the ability to order your units to move in a specific direction and then when reaching their destination right click the mouse and tell them to set a specific layout/formation. or when they reach the needed location drag the mouse in the direction you want them to face with a arrow showing confirmation of the order?

16)   Opps forgot     here is a link to screenshots to my maps made to date. Custom Maps By DI Havoc

 

52,395 views 36 replies
Reply #26 Top

Oh Question about the Air craft.... I think they should have limited flight time and need to be refueled and re armed, Maybe you guys should add the landing platform for refueling and rearming air craft. Having unlimited fuel and ammo will be an issue sooner or later. Once people begin to master the game they willl find a way to us this over powered aspect of Air to their benefit

Reply #27 Top

Quoting tatsujb, reply 29

BTW : damn! DOK must have meant a lot to him for him to come out and make another video despite his state. you guys think there's a chance of him making a Ashes video at all?

Having a look at his youtube channel it looks like he posts at least a couple of videos a week still. 6 videos in the last week. But I suspect he has ups and downs and the release of the game is still some months off. It is possible though, I think he does like his RTSs.

Reply #28 Top

Is there any way we can have a option that will reconnect the player to the game if they crash.

It is there going to be an option to transfer maps from the host to the players in game.

Reply #29 Top

Quoting cpletourneau, reply 32

Is there any way we can have a option that will reconnect the player to the game if they crash.

He ruled this out the other day after Tatsu inquired about it. It was ruled out on a cost/time to benefits ratio. 

I am not going to contest that but I'd like to understand it a little more. From my layman's points of view I would think it might be worth doing? If it were just for this game then fair enough but as Stardock makes a lot of its own games in-house and most have multiplayer I would think that once you have developed the ability to do it then you could use it across all your games. Obviously with some tweaks and changes to it on a per game basis.

I am guessing what I am missing is that the "tweaks and changes" would actually be very extensive? Or perhaps the same code or method wouldn't be compatible across different game engines and different game data structures? Though I would think the network code might be independent from the game engine and besides it sounds like you will be making a lot of games with the Ashes engine (The name of which escapes me at the moment).

So yeah, I've accepted it's not coming but I'm just looking to get educated on this issue. Cheers.

The auto-save feature works in MP and works well as a cheaper if not quite as good alternative. Though not for Ranked play I guess. 

+1 Loading…
Reply #30 Top

Well seriously I think oxide might want to looking to building it into the game engine considering as*dark and other game developers will be using the game engine for their direct X 12 games this would also increase sales opportunities in making a added sales pitch. I myself I think it would be worth doing as well considering as a lot of people will be getting frustrated if the game crashes for the first little while and they won't be able to get back into the game.

I think it's more along the lines of oxides situation I might be wrong but I think it has to be incorporated into the game engine and once that's done any game that is built on the outside engine would be able to utilize this feature

 

+1 Loading…
Reply #31 Top

I think we're all on board with keyboard (And mouse) configuration being vital.

Reply #32 Top

lol  >_> i think you made a post in the wrong thread there   :frogboy:   were are not talking Keyboard and mouse clicks..... :D

 

 

Look at Reply #32

+1 Loading…