Bringing up the AI in Distant Worlds as a case study is very interesting. The gameplay itself was wonderful, but it felt like the game engine wasn't...
To my knowledge, PA will already include shared unit coop multiplayer and observing matches. So including multiboxing does not seem to be a technical...
That's what player-made mods are for :D
I suppose the goal from a game-design perspective is for some (large) proportion of battles to be interesting. Complexity in individual units is one...
This is a good feature that does help remove some unfair advantage, but it is hard to say if it removes all, since there is some advantage in knowing...
Just a summary of some quick considerations for this feature: - we care about resource consumption, production, and their relative balance - we care...
This could be very neat in a mod: either a new set of units for a new faction or a total conversion mod.
Re: Easy Parallelisation: Killing lots of micro with one sto Here is another person's take on that same idea: viewtopic.php?f=61&t=34620...
It would be amazing to have such intelligent AI, but I'm not asking for anything like that. Group focus-fire can be done as a standing area command,...
Re: Easy Parallelisation: Killing lots of micro with one sto What about doing the two-pronged attack by using some offline-time or downtime to set up...
Competitive play would very likely want to equalize all factors; client-side scripting would only be one such factor. There are different ways to...
But that's exactly why we want formations, real formations, ones where units stay in formation cause.. it's a formation! :D Some strategies and...
While I also feel that regular video updates would be great considering that the ones they've made so far have been awesome, you do have to concede...
New stretch goal suggestion: John Patrick Lowrie narrates ALL the localisations :D :D
One possible way: orbital units that explode incoming enemies. (There are so many questions on the forum about how the game is going to play that is...
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