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Messages - jordot42

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1
AI War / Re: First win!
« on: November 07, 2012, 04:30:45 PM »
Good job!!!   

2
The backgrounds and the planets look amazing.
Thanks.

3
AI War / Re: A new damage model for the AI
« on: July 14, 2012, 01:45:44 PM »
...but generally, AI War is designed to discourage blobbing (release of guards if big enough presence, AI Eyes etc)
Good point, I forgot about that. 

Oh well, flush that idea down the toilet.   :)

4
AI War / Re: A new damage model for the AI
« on: July 14, 2012, 01:19:21 PM »
Of course, this damage model wouldn't work too well on AI eye planets.

5
AI War / Re: A new damage model for the AI
« on: July 14, 2012, 01:17:15 PM »
Ehm not to be a jerk or anything, but what would this improve over the current model? It also completely invalidates huge-hitters such as the Artillery Golem and Penetrators.
You're not being jerky, I'm just throwing the idea out there.  Plus maybe this can be used only on a single shiptype or 2.

One thing this damage model will do is add a new playstyle to the game.  In addition to getting super units to kill stuff, sometimes you'll have to just go in with sheer numbers.

6
AI War / A new damage model for the AI
« on: July 14, 2012, 01:02:05 PM »
I don't know if someone's already mentioned this idea, but here goes.

Instead of the typical damage model of each ship doing x damage to a target and the target blows up after taking y points of damage, how about the target being destroyed after being hit z times?

Here's what I mean:  Let's say you have your 2,500 ship blob fire upon a base using the new damage model.  The base can take 25,000 hits before going down.  It doesn't matter how much damage each of your ships do (or is it does?),  what damages the base is how many hits it takes.  So with the example case, your blob will have to hit the base with 10 volleys to destroy it.


7
A Valley Without Wind 1 & 2 / Re: +100% damage ?
« on: May 02, 2012, 04:02:44 PM »
Whoa, headshots!!  I had to log on for a sec to show my excitement for anatomically precise shooting having an influence on enemy behavior.  Good work!

8
Wow, Quaix is right.  The blurred image is less "stressful" to look at, easier on the eyes.

9
A Valley Without Wind 1 & 2 / Re: I've never played a game this bad
« on: April 26, 2012, 09:50:10 PM »
I'd love to see a LoL vs. HoN vs. DOTA2 forum fight.  They are so entertaining to read!   :)

10
A Valley Without Wind 1 & 2 / What convinced me to buy this game
« on: April 26, 2012, 09:47:55 PM »
I was actually on the fence about buying this thing.  I read these forums and watched some youtube vids but I wasn't convinced.  Obviously I wanted to buy, but I didn't think I would enjoy myself.

Until I watched this youtube series:
http://www.youtube.com/watch?v=OfH2u0e0tcY&feature=BFa&list=PL6ED1FF982768B345

He's playing one of the beta versions, but watching this guy's expert play, along with with his explanatory and funny commentary made me pull the "buy" trigger.

Maybe someone could use this series to advertise the game, because it's tons better than the trailer or any other vids I've seen, imo.

11
A Valley Without Wind 1 & 2 / Re: Rethinking upgrade stone costs.
« on: April 26, 2012, 10:46:59 AM »
I don't think there should be a cap either. 

I like the thought of limitless power.  Take the game Fate for example.  The original had a level cap of 100.  I thought to myself, "Wow, that's it?  That's as good as I can get?"  I didn't buy it.

The next version (I forget the name) removed the level cap.  I bought that one.  "Let's see how high I can get my stats", I thought.  The carrot/horse thing I guess.

"How much bonus attack can I get?  Let's find out."  This might encourage grinding, but for me "limitless power" is an incentive to keep playing.

12
AI War / Re: Quick ? on multiple-shot ships
« on: March 30, 2012, 09:45:38 PM »
Cool beans, thanks.

13
AI War / Quick ? on multiple-shot ships
« on: March 30, 2012, 09:17:04 PM »
If a unit shoots more than 1 round per salvo (all turrets, MLRS, the 133 shot core guard post, etc.) and let's say that only one ship is there to receive the hits, will that ship get hit with all of the rounds or just one of them?

Thanks.

14
AI War / Re: Liking the new plasma starship
« on: March 26, 2012, 05:21:33 PM »
I hope you don't change the RoF on the bomber starship to 4 sec. from 2 sec.  The alpha strike would be bigger and maybe the ship would be more efficient, but seeing the weapon discharge every 2 seconds is just more satisfying and fun to me.

15
AI War / Re: Liking the new plasma starship
« on: March 20, 2012, 08:11:26 PM »

Anyway, not seeing a need to change the sieges.  Glad some folks like them :)
Yay!

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