![]() I think you're confusing a strategy game where a series of instanced maps is the primary content versus Godus, where Homeworld is "the primary experience" but you leave it repeatedly for minigame content. ![]() I own Shadowrun Returns X-Com (the most recent version) Starcraft 1 & 2 I even owned the first two C&C games (original + Tiberian Dawn, I think it was called). Originally posted by 13thGeneral:I guess I'm just having difficulty understanding what your expectation is at this point. How have they not already thought of this? This is all using mechanics that are already present. Even some exlansion/exploration beacons can be mini-events that, once beaten, open up the "enemy land" to you. If you lose, you just have a short period where you cannot attack, but get to keep trying unitl you beat them. There could be instanced encounters via placed AI Settlements that - when encountered - become an available event minigame (like the original battle temple or the current voyage harbor) when you defeat them, you earn the settlement and the followers within. I know it's possible to accomplish, but so far they haven't seemed interested in going that route.Īnd perhaps, I'm thinking adding more in-game content via enemies along with more dynamic maps, instead of active homeworld AI nuisances enemy tribes would be far better for diversity than what we currently have (Astari) - and would certainly help with the memory and fps issues. What i'd love to see is the choice for both static and procedurally generated worlds similar to the options in games like Civilization. Especially if each map is an 8x8 grid and only 0x0 being static. I think a reasonable compromise is having an intial play area that is static, but the rest of Homeworld being procedurally generated. I think that creating that experience and balancing it for enjoyment would be hell. Originally posted by Mazian:While I think it would be awesome to have a fully dynamic map.
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