Pre-Battle Tasks

Koei’s Dynasty Warriors game series. Discuss and enjoy!

Good idea?

Yes
3
50%
No
3
50%
 
Total votes : 6

Unread postby WuLordoftheNewAge » Sat Apr 26, 2008 12:40 pm

MistroPain wrote:Yh i knw and it was RUBBISH!
I liked the fact they added strategy, but they didnt even do it right!


No it wasn't... you could send your units were you wanted them, bunch them together... whatever you wanted. Explain to me why it was rubbish.
Pang Tong: So I wonder what this place is called?
Sign by road: "Place where Pang Tong gets killed"
Pang Tong: Hmmm... I have a bad feeling about this place...

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Unread postby MistroPain » Sat Apr 26, 2008 3:00 pm

WuLordoftheNewAge wrote:
MistroPain wrote:Yh i knw and it was RUBBISH!
I liked the fact they added strategy, but they didnt even do it right!


No it wasn't... you could send your units were you wanted them, bunch them together... whatever you wanted. Explain to me why it was rubbish.


Yh you could do all that, but the problem was, was that the AI were THICK, i once told them to go to one spot, they took the LONGEST way around and got killed, no one even got to the spot i wanted them at! When you add strategy to a game you have to get good AI in the game first!
Time is a great teacher, but unfortunately it kills all its pupils ... - Louis Hector Berlioz
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Unread postby WuLordoftheNewAge » Sat Apr 26, 2008 3:47 pm

Then the strategy was fine, the problem was the AI.
Pang Tong: So I wonder what this place is called?
Sign by road: "Place where Pang Tong gets killed"
Pang Tong: Hmmm... I have a bad feeling about this place...

On Fallen Phoenix Slope.
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Unread postby MistroPain » Sat Apr 26, 2008 6:54 pm

WuLordoftheNewAge wrote:Then the strategy was fine, the problem was the AI.


Yh but then the strategy becomes virtually useless, it also took long for you to move group A from Point B to Point C, which is annoying. To give the command that is.
Time is a great teacher, but unfortunately it kills all its pupils ... - Louis Hector Berlioz
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Unread postby Kasumi14 » Sun Apr 27, 2008 1:18 pm

So the problem wasn't the strategy then, it's the AI. What's rubbish is the AI.
Meh, most of my posts are in interrogative sentences...forgive my lack of knowledge.
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Unread postby talon1579 » Sun Apr 27, 2008 2:09 pm

Ah, but the orders were terribly limited. You couldn't order an officer to go to any location, only a base, so ambushes became sort of pointless. Also, the morale system they set up meant fighting between your own bases sent enemy morale to zero, and vice versa. So you could never sneak around the enemy, as you'd enter their high-morale zone and lose all your troops.

Here's the orders I'd like:

-Attack unit
-Attack base
-Defend base
-Defend/aid unit
-Set up ambush (would take 2-3 mins to set up, unit is vulnerable while doing this. Ambushes are more ffective in forests/bases etc.)
-Scout location/base (sends a few units in under the command of a lieutenant or sub-officer, allowing you to trip ambushes and locate units. These units will die if they are ambushed though)
-Patrol area (set 1 point, will guard area, set two points, marches between them)

Stances should also be available for each unit:

-Attack stance - greater attack/movement speed (decreases unit morale) AI more agressive
-Defensive stance - greater defence, slower speed (increases unit morale), AI less agressive
-Normal stance - normal agression/stats
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Unread postby MistroPain » Mon Apr 28, 2008 9:49 am

But why be limited to those actions, there are LOADS more actions that someone can do, e.g. scale walls (tell troops to set up ladders and start scaling the walls of an enemy base) amongst a lot more, imagine ordering units to burn a small chunk of a forest, but things go wrong and the whole forest burns! (That would not only make things more strategic and fun, but also make the luck factor more important, luck stat in this game is cank, it doesnt do anything other then provide better weapon drops!)
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