(3:47:13 PM) tykauffman: did you look at the unit system thing?
(3:47:36 PM) htaedfororreteht: yes. I think its cool, but i'd need to know the system before i can critque it effectivly
(4:52:08 PM) tykauffman:
viewtopic.php?f=10&t=1541&p=4557#p4557(4:54:13 PM) htaedfororreteht: k
(4:54:59 PM) htaedfororreteht: well one thing reign NEEDS. is expansions. games like reign tend to get old fast. so adding new units, new specs, features or changing the rules a bit every once in awhile will keep the people interested.
(4:58:17 PM) tykauffman: this fix, by its nature of being a fix, is of course a priority over any other form of improvement .. and it should be noted that it will also change the dynamic of the game, giving everyone something fresh to learn and experience
(4:58:31 PM) tykauffman: new units, specs, features would come after these sort of changes
(4:58:50 PM) htaedfororreteht: well im just saying you need to make the system with additional units In mind so its not hard to add.
(4:59:15 PM) tykauffman: oh definitely, it will be scalable
(5:00:59 PM) htaedfororreteht: you also need to make the system with NEW specs in mind. cause the ones from R1 have sucked the whole time.
(5:01:36 PM) tykauffman: a new unit system and new battle system will result in new specs
(5:01:42 PM) tykauffman: and new units
(5:01:46 PM) tykauffman: it's all part of the package really
(5:02:08 PM) htaedfororreteht: yeah, so you cant just ask people for a battle system idea. without incorperating all of the game pretty much
(5:02:21 PM) tykauffman: the spreadsheet's intent is to communicate how the battle system will work more than anything
(5:03:12 PM) tykauffman: it's not so much that i'm fishing for ideas .. i just want to be sure my ideas have some player support
(5:03:19 PM) htaedfororreteht: ah
(5:04:11 PM) tykauffman: i think game design should be a collaboration of dev and player
(5:04:52 PM) tykauffman: i might know the way the system works under the hood but only dedicated players know how the game feels and if certain concepts work out and are
(5:06:10 PM) tykauffman: i'm really not demoralized about the dwindling playerbase .. it's sad to me, but i understand and i do not blame the players at all .. if the game stops being fun, they should leave .. it sends a clear signal to me that something's wrong
(5:06:34 PM) tykauffman: i'm not unaccustomed to the feeling of developing an empty game .. i know that if it's fun enough, the playerbase always will grow
(5:07:38 PM) htaedfororreteht: I think Factions like the old reign classic had, the government types. but enable different units for each faction. which would increase market activity. give em different bonuses. and maybe make one an Air specialist with bonuses to air and nerfs to armor. one a armor bonus. and one a economics one or somethin. it'd be cool to give players different ways to play and more replay-ability as some would say.
(5:08:50 PM) tykauffman: definitely .. i agree with you .. i want to return to that approach .. it's a nod to MMORPGs, really .. you pick a `class` nation, then you spec it according to your specific strat
(5:09:12 PM) htaedfororreteht: well I think its a nod toward the classic rts.
(5:09:13 PM) tykauffman: this is the direction i want to go, and i also want to give consideration to a morale system
(5:09:40 PM) htaedfororreteht: Morale and more buildings to micromanage moods and economics would def give people more to do while waiting for wars.
(5:10:00 PM) tykauffman: well, what i mean is, when i developed classic, i was emulating the class/subclass concept, and applying it to a persistent RTS instead of a persistent RPG
(5:10:17 PM) tykauffman: i have to run .. flying to florida tomorrow, i'm getting married .. i'll be on tonight to reset warbrew and check up on forums
(5:10:26 PM) htaedfororreteht: where in FL?
(5:10:58 PM) tykauffman: i'm going to just post this conversation in forums .. i want the players to be in our these sort of discussions .. gainesville, fl
(5:11:06 PM) htaedfororreteht: ah ok
(5:11:20 PM) htaedfororreteht: good luck