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Official KaM Remake Ideas topic

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batoonike

Warrior

Posts: 111

Joined: 28 Mar 2010, 22:00

Post 28 Jan 2012, 10:38

Re: Official KaM Remake Ideas topic

Idno... I would rather have an opposite option: minimum weapons (MW). with options 1, 5, etc. If the player doesnt have that number of weapons before x minutes before peace time ends he automaticly loses :D I mean cmon, you are supposed to have an army, its war game.
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Shadaoe

Knight

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Website: https://www.youtube.com/user/KaMRemake

Post 28 Jan 2012, 14:46

Re: Official KaM Remake Ideas topic

Romoving the starting storehouse ... why ? Where would the planks and stones be stocked ? How would you survive without food ?
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Remake 2012

Knight

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KaM Skill Level: Average

Location: Poland

Post 28 Jan 2012, 15:12

Re: Official KaM Remake Ideas topic

Romoving the starting storehouse ... why ? Where would the planks and stones be stocked ? How would you survive without food ?
to make the game more interesting. (ONLY use it for some maps) A food can be produced. later
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caykroyd

Crossbowman

Posts: 228

Joined: 27 Nov 2011, 23:00

Location: Brazil

Post 28 Jan 2012, 15:59

Re: Official KaM Remake Ideas topic

Romoving the starting storehouse ... why ? Where would the planks and stones be stocked ? How would you survive without food ?
to make the game more interesting. (ONLY use it for some maps) A food can be produced. later
and how would you build it?? Or wouldn't you? You mean that you start with quarry+woodcutters and sawmill, but can't build a storehouse??
that would be crazy :o
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Remake 2012

Knight

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Post 28 Jan 2012, 16:28

Re: Official KaM Remake Ideas topic

Bad idea, I wanted to extend a little game. And the idea of ​​MS?
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Siegfried

User avatar

Knight

Posts: 494

Joined: 24 Jul 2009, 22:00

Post 28 Jan 2012, 19:03

Re: Official KaM Remake Ideas topic

1. Removing starting storehouse in the game. Instead, give a few planks and stones. Of course, apply it to some online maps.
I like this idea. Start with 11 serfs, each one is carrying either one stone or wood and some laborers, two miners and a metalurgist . And, of course, let them walk without roads until they have built the storehouse and then have the coal and gold mine available from the beginning (school needs gold for training).

Make a new gametype out of it - "Survival" - and then there is no need for symmetrical maps. People can decide themselves where they want to sit.

That's indeed one of the best ideas that I've seen in the past few weeks. I think, this would also be a good chance for the marketplace to justify its existence, because I'm pretty sure you will need it to trade gold for food in the beginning. It's like a supermarket then.
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caykroyd

Crossbowman

Posts: 228

Joined: 27 Nov 2011, 23:00

Location: Brazil

Post 28 Jan 2012, 19:49

Re: Official KaM Remake Ideas topic

I like this idea. Start with 11 serfs, each one is carrying either one stone or wood and some laborers, two miners and a metalurgist . And, of course, let them walk without roads until they have built the storehouse and then have the coal and gold mine available from the beginning (school needs gold for training).
It sounds quite nice actually, like AoM (i cant remember if aoe has this also), and a few other games that have a "nomad" option to start with... but i can't see how it would be done. You would build the storehouse, yes, and how would you build the gold/coal mines and metallurgist's, how would you build roads, and how would you build quarry/woodcutters/sawmill without having to start with so much serfs carrying stone and wood?

Might be you begin with a cart (a horse driving it?) and it has a limited amount of stone/wood/gold then it disappears or becomes useless?? But the problem with that is the sprites :(
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Remake 2012

Knight

Posts: 475

Joined: 28 Jan 2012, 08:17

KaM Skill Level: Average

Location: Poland

Post 28 Jan 2012, 20:37

Re: Official KaM Remake Ideas topic

1. Removing starting storehouse in the game. Instead, give a few planks and stones. Of course, apply it to some online maps.
I like this idea. Start with 11 serfs, each one is carrying either one stone or wood and some laborers, two miners and a metalurgist . And, of course, let them walk without roads until they have built the storehouse and then have the coal and gold mine available from the beginning (school needs gold for training).

Make a new gametype out of it - "Survival" - and then there is no need for symmetrical maps. People can decide themselves where they want to sit.

That's indeed one of the best ideas that I've seen in the past few weeks. I think, this would also be a good chance for the marketplace to justify its existence, because I'm pretty sure you will need it to trade gold for food in the beginning. It's like a supermarket then.
Thank you for your appreciation. As for the idea: The player started by the example 4 assistants, 3 builders, raw materials that were on the ground: eg, 40 stone, 40 wood and 8 gold. The player did not have to build from the beginning of the granary. Enough to build a quarry (stone), then the sawmill (wood), mints (gold) after these buildings could build a "basic building"

What would it match? The game would change. For good. Players need to be more careful with their resources. Changed by the gameplay. The question of do hill of stones and wood, gold lying on the ground. But it seems to me that an easy thing.

As for the idea of MS (a minimum of troops) could have been introduced to try it, do not want to delete the option which the PT is already in the KAM, and add another. Lewin could in the next version after it (MS) if the players were told to remove them. :D
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GreatWhiteBear

Knight

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Location: The Netherlands

Post 28 Jan 2012, 20:42

Re: Official KaM Remake Ideas topic

Assistants are serfs and I think that by granary you mean either storehouse or inn and by mints mines.

O, IMO this would change the game in a crappy way, it would become settlers.
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batoonike

Warrior

Posts: 111

Joined: 28 Mar 2010, 22:00

Post 28 Jan 2012, 21:25

Re: Official KaM Remake Ideas topic

"vThat's indeed one of the best ideas that I've seen in the past few weeks. I think, this would also be a good chance for the marketplace to justify its existence, because I'm pretty sure you will need it to trade gold for food in the beginning. It's like a supermarket then."

In case you are just establishing a village, marketplace becomes even more absurd. Currently, the village location is already established and it can be "old known village" with good trade relations etc etc. If you build the village on a green field, the marketplace producing swords would be absurd beyond belief. It would make more sense even if your first storehouse had resources in it, once it's complited.
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The Dark Lord

User avatar

King Karolus Servant

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Joined: 29 Aug 2007, 22:00

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Location: In his dark thunderstormy castle

Post 29 Jan 2012, 00:08

Re: Official KaM Remake Ideas topic

Hm, this topic just provided me with an idea for a co-op mission. :)
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Syd

Peasant

Posts: 1

Joined: 29 Jan 2012, 23:14

Post 29 Jan 2012, 23:20

Re: Official KaM Remake Ideas topic

Just a simple idea: allow to destroy road or to build farmland above them.
I always hate when I got misplaced roads^^
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GreatWhiteBear

Knight

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Location: The Netherlands

Post 30 Jan 2012, 06:51

Re: Official KaM Remake Ideas topic

I agree, digging up roads could be a big help
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Shadaoe

Knight

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Joined: 28 Jul 2011, 22:00

Website: https://www.youtube.com/user/KaMRemake

Post 30 Jan 2012, 16:48

Re: Official KaM Remake Ideas topic

I think it's already planned ;)
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GreatWhiteBear

Knight

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Joined: 13 Sep 2011, 22:00

Location: The Netherlands

Post 30 Jan 2012, 16:57

Re: Official KaM Remake Ideas topic

That makes it even more brilliant.

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