RF_Gandalf Posted January 4, 2002 Author Share Posted January 4, 2002 I am curious about what others feel about the Lucas Arts standard resource allocation method, namely the randomization of each food resource into a none, low, normal or high status. I personally see both a plus and minus to this. The plus of course is the elimination of strict build orders and the need to develop an adaptable approach to each game start. I think that in the long run this makes you a better player. There is less chance to get bored with the game, I think. The minuses are: First L.A. made some mistakes with their map scripting from my review of them, and I believe I qualify as a map scripting expert. Some are minor and do not affect gameplay, some are more serious such as no ice on the Icelake map script. However they erred in the food randomization by making BOTH of the eopie/kaadu and the falumpaset/dewback/ronto food types dependant on one variable - that is, both can be absent if one variable is chosen (about 12.5% of the time both of these food types will be absent). That was certainly unintended by L.A. Second, I personally don't like building an animal nursery when there are no banthas/nerfs to place in it, yet you must build it anyway to get mounted troops. Almost 25% of the time there are none of these animals on the map. I would prefer having at least a couple of these animals everytime to make the nursery more valueable. Anyway, none of the L.A. scripts even give the chance for more fixed resources or different variable systems. Since I am in the process of turning out some more random maps for SWBG, I would appreciate some feedback from players to find out what you like with respect to the starting food types. Do you like the LA system? Would you prefer a different system of food distribution? Do you want some maps with fixed starting food types? Please respond! Link to comment Share on other sites More sharing options...
RF_Gandalf Posted January 4, 2002 Share Posted January 4, 2002 I am curious about what others feel about the Lucas Arts standard resource allocation method, namely the randomization of each food resource into a none, low, normal or high status. I personally see both a plus and minus to this. The plus of course is the elimination of strict build orders and the need to develop an adaptable approach to each game start. I think that in the long run this makes you a better player. There is less chance to get bored with the game, I think. The minuses are: First L.A. made some mistakes with their map scripting from my review of them, and I believe I qualify as a map scripting expert. Some are minor and do not affect gameplay, some are more serious such as no ice on the Icelake map script. However they erred in the food randomization by making BOTH of the eopie/kaadu and the falumpaset/dewback/ronto food types dependant on one variable - that is, both can be absent if one variable is chosen (about 12.5% of the time both of these food types will be absent). That was certainly unintended by L.A. Second, I personally don't like building an animal nursery when there are no banthas/nerfs to place in it, yet you must build it anyway to get mounted troops. Almost 25% of the time there are none of these animals on the map. I would prefer having at least a couple of these animals everytime to make the nursery more valueable. Anyway, none of the L.A. scripts even give the chance for more fixed resources or different variable systems. Since I am in the process of turning out some more random maps for SWBG, I would appreciate some feedback from players to find out what you like with respect to the starting food types. Do you like the LA system? Would you prefer a different system of food distribution? Do you want some maps with fixed starting food types? Please respond! Link to comment Share on other sites More sharing options...
Com Raven Posted January 4, 2002 Share Posted January 4, 2002 I afree with you, randomization makes for more diversity, but it really sucks to have nothing to heard/nurse on the map ... If there's an x-pack, change this .. Link to comment Share on other sites More sharing options...
Com Raven Posted January 4, 2002 Share Posted January 4, 2002 I afree with you, randomization makes for more diversity, but it really sucks to have nothing to heard/nurse on the map ... If there's an x-pack, change this .. Link to comment Share on other sites More sharing options...
duder Posted January 4, 2002 Share Posted January 4, 2002 I think that if you put the setting onto easiest you will find you will get loads of nerfs, if you put it on hardest you get more dangerous animals and less nerfs. Link to comment Share on other sites More sharing options...
duder Posted January 4, 2002 Share Posted January 4, 2002 I think that if you put the setting onto easiest you will find you will get loads of nerfs, if you put it on hardest you get more dangerous animals and less nerfs. Link to comment Share on other sites More sharing options...
Chessack Posted January 4, 2002 Share Posted January 4, 2002 Fixed starting food types really aren't all that interesting to me. I can take them or leave them. However, the error in scripting that you have detected -- two food types depending on one variable -- is an important one and hopefully the LA folks will find out about this and fix it in a patch or in an expansion. I do like that you have to be somewhat adaptable about your starting "formula." It makes the game more enjoyable if you have to think from the start, instead of having a sure-fire starting method for the first 20 minutes of the game. Link to comment Share on other sites More sharing options...
RF_Gandalf Posted January 4, 2002 Author Share Posted January 4, 2002 Duder - I don't think that the food allocation is in anyway affected by the degree of difficulty. I have had all kinds of food settings on all difficulties (well, have not played hardest yet, working up to it...). Neither is the predator number affected. What is affected by degree of difficulty is the line-of-sight of the predators. On harder settings they see you from further away and attack more readily. There may be some affect on the predator's attack programming on hardest also. This info was given out by some of the ES staff on AOK back when that game was first released. Link to comment Share on other sites More sharing options...
Compa_Mighty Posted January 4, 2002 Share Posted January 4, 2002 Well, I like it, you never know what you'll get Link to comment Share on other sites More sharing options...
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