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Don Luciano

Heavy combat pancake

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5th November, 2010 at 19:12:06 -

Honestly the players also tend to do stupid things while playing a game for the first couple of times, and i learned from extensivly playing games, that a player ego is a very important thing, you always have a tendency to outsmart the AI in strategic games. And like saying to him: who's the bitch now! Ha! Ha!
I mean most people wouldn't buy chessmaster16xsomething game and play it on maximum difficulty, because losing tends to be very frustrating, even more if you are outsmarted by AI.

That's why i wouldn't worry too much about making a smart ai.
I mean look at Heroes 3, a very bad ai, but one of the best strategy games ever made.

 
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Sketchy

Cornwall UK

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5th November, 2010 at 19:31:00 -

I think you have a very different idea of how the game would play - sounds like you're talking about a much slower paced game.
A fight (between two units) should be over in 2-4 turns max (as in AW).
If we say it takes 2 minutes to play your turn, and a battle lasts 15 turns, that's 1 hour, which is already too long.
Honestly, I didn't just invent any of this - this is exactly how it works in other similar games.

Re: Mana/Stamina -
I tentatively planned to give each unit two "basic" skills (always available), and then one "special" skill, which requires that you fill a power meter (by causing damage) - like CO Powers in Advance Wars.
Your mana suggestion might be a good way to go, though
However, there's nothing wrong with spamming normal-strength skills.

 
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Don Luciano

Heavy combat pancake

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5th November, 2010 at 19:59:09 -

Well a faster paced combat in my opinion should have a stronger healing skill, atleast as an average attack, but it's up to you.

A fight (between two units) should be over in 2-4 turns max (as in AW).
I never played AW so sorry i have no idea how the battles go there...

And i guess you can spam some skills, but I ussually tend not to.

 
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