Specifically, I think four factions is too many. Two to three should
suffice. Also, to keep game balancing simple, I would make all
factions have the same units, excepting perhaps a few advanced,
special units. IMHO, we already have enough work cut out for us to
have 30 different units spread across each group..
What does everyone else think?
Cheers,
-Markus
In most plot advancing battles in FFT, the enemy had the exact same
types of units as you. Trust me, when I say there was plenty of
strategies and you needed to choose good ones to get through some
particularly difficult battles. An important part of strategy is
knowing what your enemy is capable of.
> Balancing may be hard, but it really isn't that big a deal. I keep thinking
> about Wesnoth, and those first (many) releases weren't well-balanced at all.
Wesnoth may have done that, but that does not mean we should. Game
balance *is* a big deal, I think. People are going to be more
interested in our game from the outset if it is not totally unfair or
too easy.
> But the community started piping in and helping out and it really didn't
> become that big a deal.
We don't have a community, remember? ;)
> I think for units for each group, you need:
> 2 or 3 standard fighters (ie, melee, archer, mounted, for one group, or
> specialized ones of each)
> 6-10 commander units (these are the main point of the game I think, they
> would probably be like 3-4x more expensive than weaker units, and be highly
> specialized, mainly working to make the standard fighters stronger. Examples
> would be the Shaman and Druid units from my Druidic race idea)
> 3 or 4 "warlord" units (basically the heroes, you only get one, and they are
> incredibly strong fighters, as well as, possibly, being able to buff other
> units and such.)
Ok, so from what I am reading, the best case is 24 units ((2 + 6) * 4)
and the worst case is 52 units ((3 + 10) * 4). Either way, that is a
rather huge burden on the artists that we don't have, not to mention
trying to balance all that..
-Markus
I strongly agree with this. The intent is to make settings in the game
easily modifiable. So, we could create a simple setting and either
make a more complicated one later, or let others do it. If the game is
fun and easy to change, then people *will* want to make their own
settings and stories.
> For the current time I think we could actually live with just one faction,
> but for a release I would say minimum two with a maximum of three. The
> units should be moderately the same for each, with a physical melee, a
> ranged, healer, and a offensive magic type. And "commander" should just be
> an attribute.
By having 2 - 3 'factions' I meant to create various political
entities which would interact with eachother in interesting ways in a
campaign/story (i.e.: war). They all have mostly the same units
though. Probably just a superficial visual difference like a color
key.
The idea behind commanders, as I understood it, was an excuse to have
a more powerful 'leader' type of unit with some special abilities. I
am not really sure how well thought through the idea was.
-Markus
Awful! =P
> The game is not meant to be a clone or anything of FFT - and if most games
> in this genre are, like you said, I think, having most teams having mostly
> the same units, then this would be a good way to do something unique, no?
Honestly, I would be okay with making a clone of FFT, however there
are more than enough open source clones out there and there are always
legal implications. However, I think that doing something simply for
the sake of uniqueness is never a good idea. But it seems you are okay
with having mostly the same units across teams?
> I didn't say balancing is totally unimportant, but from what I have seen,
> people care more about the game and the potential at first than the
> balancing - besides, if one team is clearly overpowered people will just use
> that team for everything, it isn't that big a deal at all...
Balance has a lot to do with fun. Most people like fun games.
Generally only people with the capability to contribute are really
going to be interested in the game's potential, I think.
You are also somewhat contradicting yourself: "I didn't say balancing
is totally unimportant" ... "it isn't that big a deal at all". =)
> I think the idea of 3 or 4 unique groups is more appealing, simply because
> people love more content and such. And considering that the game *is* easily
> modifiable, that isn't going to be any harder on the core programmers than
> not.
> Simple balancing, like *doh, that guy is too hard* would be pretty easy to
> avoid, just as easy with four unique groups as 1 only and adjusting the
> units.
If people really love more content, then let them make it! They are
going to bring in lots of ideas anyway.
If you have multitudes of units that do multitudes of things then
there is no such thing as "simple balancing". A change in one unit has
implications for all the rest and the more you have, the bigger the
overall effect becomes. You can probably think of it a bit like
cooking. The fewer ingredients you have, the easier it is to reach a
tasty balance, but the more you have, the more careful you have to be
about adding and removing things. Disclaimer: I am not a cook. ;)
> Being an issue for artists is a good point, but we don't have to add them
> all from the get-go either, I never meant that.
> But I think a "beta or later" version of the game should have them. By that
> point we'll probably have enough people to put them in pretty effortlessly,
> though, if we don't that probably will mean something completely unrelated
> is messed up and we shouldn't be at beta ;)
I would prefer to have things mostly laid out from the beginning. Yes,
we can always add and remove things as we go along, but it helps to
have an overall sense of where you are going.
Also, IMHO, this is an example of feature-creep which we can easily
avoid. We want to give ourselves achievable tasks for the future,
right? So, where is the harm in making a flexible and extensible game
with a simpler starting setting? It would certainly save us time.
> I am thinking something more along the lines of Warcraft than like Age of
> Empires.
I am not sure what you mean by this, but neither of these games are
good examples for what we are trying to make.
Cheers,
-Markus
I liked FFT's job system. In some ways I think it helps with balance
because units have diversified skills, but also FFT had some horribly
imbalanced jobs. Calculator was devastatingly overpowered, and others
were quite weak such as the time mage, summoner (maybe? It has been
too long to remember for sure). Plus the calculator had most of the
abilities of the mage jobs. Just a way too overpowered job in general,
but damn fun to use! =)
However, since I have been pushing for simplicity (and I still am, RB
and I are simply at an impasse on some points), I would say that
linear advancement is best. I would not mind seeing more complicated
systems in alternative settings to the game.
Greetings,
-Markus
I think the idea is that you actually have some attachment to your
troops because you have built them up over several battles. This is
not really the case in Wesnoth where you can always build more troops
during a 'battle'. FFT (not sure about Disgaea) also had a countdown
timer for fatally wounded units (HP <= 0). If you didn't take action
before 3 rounds or something, they would die permanently.
> One thing I have to say, I don't think multiplayer campaigns are doable, nor
> would they add much (if anything) to the game.
> Simply being, most people play multiplayer to play against others (or in the
> case of teams, team vs. team) - but having a campaign you probably wouldn't
> have player vs. player, because the "badguy" player would always be losing
> and swapping teams.
I tend to agree. Perhaps cooperative multiplayer in a campaign might
be interesting though. We may come up with some other multiplayer
campaign ideas later.
> So for multiplayer perhaps you could have more control over the game, maybe
> some weaker pawn units (if chosen) or something, simply because you can't do
> a campaign.
I think is this exactly what Brandon intended when he created the
points system. Having a bunch of points to distribute among units
however you see fit simulates having taken a party through a long
campaign. Thus I think it will work quite well for multiplayer.
-Markus
2009/4/30 George Hunt <thegra...@gmail.com>:
> Hi all, I joined this project literally Ages ago before it died and then
> switch hands. I was going to be one of the spriters (term for 2D game
> artist) on board. If you're still in need of someone to do sprite work, and
> it seems you are (although I think I remember someone talking about doing 3D
> characters, which is unfortunately something I'm not real good at.) I'm
> willing to offer my hand. I've completed a good 20 or so different tactical
> rpgs, its my favorite genre, so I know a ton about them and things that
> should and shouldn't be included. What people love about them and features
> that people despise.
I am sure we will still need sprites for some things, but the intent
right now is still to do characters in 3D. We could use some decent
looking placeholder sprites for three classes
Regarding your levelling ideas.. I totally agree that this is a far
more realistic system that makes a lot of sense. This is basically
what Bethesda's TES games do, and it is also what we are doing in my
other project (DungeonHack). It is also nice because it eliminates the
need for a traditional experience point based system.
However, I don't think it is a type of system that is appropriate for
this project. Partly because we are trying to build on a loose
paradigm set by several games, and partly because in a strategy game
one should have some expectation of the capabilities of a given unit
based on a class name or appearance. Also, we are definitely not going
for realism in making this game. If we were, quite a few things would
have to be different.
However, when I write software I like to make it as flexible as
possible, so perhaps we can make it so that the method of levelling
and such can be easily modifiable (i.e.: by a mod).
Greetings,
-Markus