Rts chess on the pa engine

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Jackdapantyrip
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Rts chess on the pa engine

Postby Jackdapantyrip » Mon Aug 05, 2013 3:22 am

Yes it would be beautiful and smooth.. amen

Less accuracy tied to more velocity. (The pa flashlight angles for accuracy also?)

More damage tied to less velocity.

Health of player tied to speed.

Speed also tied to a %of damage/accuracy/velocity?

Rate of fire tied to accuracy/damage/health?

Should multiple levels be allowed in maps? If water is added should only certain units be able to traverse over the top with speed adjustments? Barriers added with the pa wall structure? Automated barriers or let the players put them up? No barriers only levels? Completely flat? Different maps I suppose.. It would be amazing to have an automated map that's different every time though and equal to everybody..

I enjoy the idea that after the first game is played with the units selected for each side.. The inverse game after would be played with you controlling the other players selection vs your selection..
:)

Balance.. ideas and flaming welcome
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Postby xander » Mon Aug 05, 2013 10:45 pm

I honestly have no idea what you are talking about. It is as though you have been hanging out with Alan Sokal.

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Postby paktsardines » Tue Aug 06, 2013 2:03 am

I don't think he's played chess before either...
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Postby Colytic » Tue Aug 06, 2013 10:04 am

Wha-

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Postby Deepsmeg » Tue Aug 06, 2013 1:07 pm

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Postby Colytic » Tue Aug 06, 2013 1:20 pm

I think perhaps refuelling should be a function of velocity. This seems, to me at least, the most balanced. Clive Jones did some very interesting work on inverse-proportionally interdependent variables in strategy games; if you take a look at some of his work you'll note just how complex each game is.

I think perhaps non-amphibious units should be able to traverse water but only very slowly to create tactical bottlenecks.
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Postby Jackdapantyrip » Tue Aug 06, 2013 5:29 pm

Colytic wrote:I think perhaps refuelling should be a function of velocity. This seems, to me at least, the most balanced. Clive Jones did some very interesting work on inverse-proportionally interdependent variables in strategy games; if you take a look at some of his work you'll note just how complex each game is.

I think perhaps non-amphibious units should be able to traverse water but only very slowly to create tactical bottlenecks.


Interesting, refueling is an interesting concept. Thanks for contributing.

Do you have any good links for the Clive Jones info? I'm looking for it but not finding much.
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Postby NeatNit » Wed Aug 07, 2013 12:41 pm

Jackdapantyrip wrote:
Colytic wrote:I think perhaps refuelling should be a function of velocity. This seems, to me at least, the most balanced. Clive Jones did some very interesting work on inverse-proportionally interdependent variables in strategy games; if you take a look at some of his work you'll note just how complex each game is.

I think perhaps non-amphibious units should be able to traverse water but only very slowly to create tactical bottlenecks.


Interesting, refueling is an interesting concept. Thanks for contributing.

Do you have any good links for the Clive Jones info? I'm looking for it but not finding much.
I wish I could mark this thread as favorite just about now. :lol:
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Postby Deepsmeg » Wed Aug 07, 2013 1:04 pm

This
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Postby NoOpen » Wed Aug 07, 2013 1:49 pm

e4 e5 Nf3 CHECKMATE!
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Postby Jackdapantyrip » Wed Aug 07, 2013 7:14 pm

I suppose if we're talking refueling variables we should also consider ammo variables..

Less ammo / More damage
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Postby Deepsmeg » Thu Aug 08, 2013 2:28 am

[X] You continued spreading a long, stupid thread
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Postby Jackdapantyrip » Thu Aug 08, 2013 4:34 am

Deepsmeg wrote:[X] You continued spreading a long, stupid thread


Your posts are so boring.. It's like you gave up trying to be witty..
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Postby Colytic » Fri Aug 09, 2013 10:25 am

Jackdapantyrip wrote:Interesting, refueling is an interesting concept. Thanks for contributing.

Do you have any good links for the Clive Jones info? I'm looking for it but not finding much.


Sorry for the late reply. I'm having trouble locating it too. Most of his work was done in the nineties (he became a monk shortly after) but I'm not sure why there is so little trace of him. I'll keep looking.

Also, I think we need a trade-off between accuracy and rate-of-fire - unconventional, but maybe interesting.

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Postby Jackdapantyrip » Fri Aug 09, 2013 9:50 pm

Colytic wrote:
Jackdapantyrip wrote:Interesting, refueling is an interesting concept. Thanks for contributing.

Do you have any good links for the Clive Jones info? I'm looking for it but not finding much.


Sorry for the late reply. I'm having trouble locating it too. Most of his work was done in the nineties (he became a monk shortly after) but I'm not sure why there is so little trace of him. I'll keep looking.

Also, I think we need a trade-off between accuracy and rate-of-fire - unconventional, but maybe interesting.

Colytic


Yeah I like the accuracy and rate of fire.. You can have your run and gun types and also have your precise every shot counts type of player..

The refueling/distance traveled is a fun thought to tie in also being that the player rushing could go for the win early in the game and if skilled enough could pull it off.. depending on the other players set up of course.

He became a monk? A fun video game movie concept I suppose.

Also adding mass to the projectiles so you could bend shots around / put smaller projectiles in orbit around the 'massive' shot could be interesting.

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