Anthropoid -> RE: Distant Worlds: Shadows (11/10/2012 3:54:34 PM)
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Just a quick comment here. I don't keep up with DW and haven't really read this thread closely so my apologies if my comment is somewhat off-base. I think the inclusion of boarding actions and more detailed ground combat are FANTASTIC. With the implicit release date of end of 2012 maybe my suggestion is kinda useless, as maybe the design is all done. But . . . There was a game years ago by Sid Meier's "Pirates!" was the name of it. Not sure if it still sells or maybe you can even find it for free. I think the game might have aged rather well, even by todays standards as it managed to blend together five or more different gameplay interfaces into one very compelling game. 1. A strategic map of the Caribbean in which the player could assembly a naval force, and visit locations on that map. 2. An isometric view land-map interaction system in which the player could disembark landing parties and approach settlments from inland, hunt for buried treasure, visit land-based quest locations, etc. 3. An alterante isometric/first person view naval battle map that matched up (for the most part) to the strategic map. Basically intercept or get intercepted by another fleet on the strategic map = naval map activates. The naval battles in this game were amazing. 4. A city espionage map. Basically you could try to sneak into a town even if you were a wanted criminal. 5. Various "in-town" interaction maps (courting the Governors daughter, dancing to impress the Governor'd daughter, etc.) 6. Sword fights, both on ships and in certain land-based contexts (e.g., fighting over a woman) Now most of this is really not applicable to DW, obviously, except to point out that: a game that offers a player the opporunity to interface BETWEEN what are effectively multiple different games can be a real success. Another example of this are the Western Civilization games like Forge of Freedom which use both a strategic map and a tactical battles map. But here comes the real value of maybe some folks going back and having a play at Pirates! if nothing else just for nostalgia, but perhaps as a way to generate new ideas: 7. A city attack map. If you attempted to attack a town, it would prompt a semi-randomized grid map to generate. Your soldiers would spawn on the far side of this 30x30 (or thereabouts) map. The battles were both amazingly simple, amazingly historically accurate, and fun. It certainly wasn't "The Operational Art of War" by any means, but for a game in which the player aspired to be the greatest Caribbean Pirate ever, this little "land-combat mini-game" was FANTASTIC. In sum, it added a great deal to the game, despite the fact that it was really very simple. By virtue of being simple, the algorithms behind the AI must've been pretty straightforward and the AI could actually give you a run for your money sometimes.
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