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Re: Official KaM Remake Ideas topic

PostPosted: 15 Apr 2013, 19:45
by sado1
Vagabond in barracks - ok, whatever (you're not the first with this suggestion, and I don't see any downsides)
Warhorse - hell no! I disagree.
Cheaper lances - a step in the right direction, but not a good step.

My suggestion to boost lance carrier usage, is to make their speed in between of melee and horse speed. The idea is similar to bowmen being boosted in shield patch RC: we give a speed boost to the leather unit, while the iron unit keeps their "more powerful" status. I'm not sure if that won't make lancers too powerful against ranged though, but we can always make them slightly more vulnerable to arrows.

Re: Official KaM Remake Ideas topic

PostPosted: 17 Apr 2013, 08:10
by Menszu
Sado you enlightened me :mrgreen: How about applying your speed up sugestion for scouts and vagabonds?
This way they can have a new role in catching knights. And obviously boost their flanking ability. This is way better and easier than gibberish about warhorses :D

To sum this up, with speed ratios:
1,0 Infantry in general
1,2 Lancers and pikeman. Better at catching infantry and archer formations, better possibility of catching cav. Better at emptying towers, I like the idea as long as the speed boost is limited.
1,5 charging melee
2,0 knights
2,3 Scouts and Vagabonds

Re: Official KaM Remake Ideas topic

PostPosted: 17 Apr 2013, 12:33
by Siegfried
@Siegfried: I had some good fun playing on Bannockburn in the early days, I seem to remember it was balanced okay (I certainly remember both sides winning often enough). But yeah the terrain is a bit ugly.
Thanks :)
In fact, from the feedback I've receiced, i'd say that almost 50% say that it's in good balance and slighty more say it's the worst map ever ;)


I thought of another crazy and completely unfitting idea. But maybe someone knows how to further develop this:
it concerns the radar map that is present from the beginning and for all the time.

How about if disable this by default and enable it with the erection of one specific building? Just like the radar dome in C&C? The building might be called 'thievery' and look like the market hall (H)

Re: Official KaM Remake Ideas topic

PostPosted: 17 Apr 2013, 13:03
by Ben
Well the map isn't really a "radar" so I don't think that it especially important to make it necessary to "unlock it."

Re: Official KaM Remake Ideas topic

PostPosted: 17 Apr 2013, 13:50
by Krom
Radar is an interesting idea, but it has to have some mechanic associated with it. In C&C radar was an energy supply indicator and motivated player even more to keep his energy up.

Re: Official KaM Remake Ideas topic

PostPosted: 17 Apr 2013, 14:56
by Menszu
If you consider the radar idea there was an unused watchtower building as far as I remember. But the minimap is not only informational about the enamy but also used for navigation. How about then to terrain minimap remaian the way it is, but without the watchtower there are no buildings and units whatsoever. And no attack notifications for example.
As far as I have no problem with the idea, and might even support it but:
- it'll be of little tactical choice - everybody would have just one on the back of their city and it's an end to the story.
So it's an amount of work to gain quite little - exept flavor. Well maybe someone would consider placing two of those in case recruit goes for a dinner in the critical moment :D And so to speek - another disencouragement for having hungry citzens, that's a little advantage.

Re: Official KaM Remake Ideas topic

PostPosted: 17 Apr 2013, 15:19
by pawel95
2 "ideas" of improvement for the Editor in the Remake:

1. Maybe you should change the "load map" button with the "Save map" button. Because up to here its just the other way round, comparing with ingame buttons, so I sometimes loaded my map, but I wanted to save it :D

2. Maybe an "undo" button, dont know if it is possible to make, but would be nice.

Re: Official KaM Remake Ideas topic

PostPosted: 17 Apr 2013, 16:17
by Lewin
1. Maybe you should change the "load map" button with the "Save map" button. Because up to here its just the other way round, comparing with ingame buttons, so I sometimes loaded my map, but I wanted to save it :D

2. Maybe an "undo" button, dont know if it is possible to make, but would be nice.
1. Fixed, thanks, didn't notice that :)
2. It's planned but might not be implemented for this release

Re: Official KaM Remake Ideas topic

PostPosted: 17 Apr 2013, 16:30
by Siegfried
In C&C radar was an energy supply indicator and motivated player even more to keep his energy up.
Menszu mentioned a thing that I did not think of: almost every building is equipped with a worker, so the new radar would have to be equipped too. And that's a strong motivation to avoid city starvation because it would be annoying if your worker went on strike while you are in a huge battle.

Just like it's annoying when the opponent takes out your power plants in C&C ... ;)

Re: Official KaM Remake Ideas topic

PostPosted: 19 Apr 2013, 03:25
by Ben
In AoE, players can pause a game in multiplayer; however, they are limited to a certain number of pauses and anyone in the game can unpause (even if they weren't the original pauser). I'd like to see this in KaM, because there really isn't any way this could be abused, and it can be very helpful for private matches, or even public matches if one is playing with decent opponents/allies.

The limit doesn't need to be very big. Maybe three would be sufficient.

Re: Official KaM Remake Ideas topic

PostPosted: 19 Apr 2013, 05:30
by Krom
@Sieg: That would be inconvenient, since out of every ~40min each unit is away from his house to eat for ~2-3min. That is acceptable for other houses, but the "Radar" .. How do we work around that inconvenience?

@Ben: Good idea, probably player can send a pause request and host must accept or reject it?

Re: Official KaM Remake Ideas topic

PostPosted: 19 Apr 2013, 05:58
by Ben
The host could have an option to accept/reject, but I don't think that it is necessary. With a limit on how many pauses a player can have each game, there is no way a player can really abuse this privilege. Additionally, a con of the host having power to pause is that the host could have complete control over a game, pausing whenever he wants; however many times he wants. I don't think that this would be fair to the non-hosts.

Re: Official KaM Remake Ideas topic

PostPosted: 19 Apr 2013, 22:51
by Lewin
Regarding pausing, I'd rather not allow anybody to pause the game unless other players agree to it (or give them the ability to unpause) since that will just be frustrating. But if you are playing with your friends on a LAN and want to go eat lunch in the middle of the game it would be great to be able to pause. I think allowing anybody to pause the game without the other players consent/ability to override would be a very frustrating feature.

Re: Official KaM Remake Ideas topic

PostPosted: 20 Apr 2013, 00:07
by The Dark Lord
Or allow people to pause the game only a couple of times?

Re: Official KaM Remake Ideas topic

PostPosted: 20 Apr 2013, 04:51
by Ben
Ummm, yeah I already mentioned limiting pauses several times. I've only had a player pause a game once in all of my AoK online play, and I've only ever seen it once in all the uploaded videos of games that I've watched. This is a huge amount of gameplay that I'm talking about here, and still, only two pauses. Both cases were in important issues, and it wasn't abused.

Players just won't abouse pausing if they have a limit on how many times they can do it. Besides, if it takes less than a second for a player to unpause a game, how could a troll have fun with this anyway? Say that there are four players bent on trolling others with pauses. If players are limited to 3 pauses, and it takes a half a second for another to unpause than all four pause-trolls will take 6 seconds of gameplay away with pause-abuse. Not bad at all, considering there are much better ways to grief other players.