Brad Wardell's site for talking about the customization of Windows.

Greetings!

I'm on the plane and have some time to talk a little bit about Ashes.  I've been getting a ton of questions about the game and I'm going to try to answer these questions in the clearest way I can.

First, some house cleaning:

1. If there isn't a subedit on Ashes yet, could someone make it? The nature of this game is such that we really want to be able to talk to the community a lot prior to release. 

2. We are instituting a new Founders system that we will apply retroactively to other games that have had founders programs (like GalCiv III).  In essence, we will be giving Founders more exclusive stuff early on. That stuff may be made available later to everyone but we want people who supported us from the start to get first dibs on things.

Next, Founders info:

a. Re Supreme Commander & TA questions.  Yes, Ashes is probably most similar to those games with one major difference - the maps themselves are broken up into regions.  Thus, you have to control the region (ala Company of Heroes) and the contiguous regions back to your seed (Base) in order to receive the resources of that region.

b. Re scale.  I've seen a lot of people talk about how many units are in other games with an accompanying screenshot.  The difference here is that one of those big battles would just be one of potentially many battles going on across the world.  The difference in actual units is an order of magnitude higher than anything that's previously been done. 

c. Re Managing units.  While each of the potentially tens of thousands of units can be commanded individually, that would be relatively insane to try.  Instead, think of each individual as being a lego and being able to quickly and easily put together these legos into a single bigger unit which we call Meta units.  The meta unit works together as if it's a single unit. You click on one, you have clicked on all of them and all their special abilities are available to use.  They will automatically help each other (since they see themselves as part of a greater unit).

d. Meta units are not control groups. A control group might have multiple meta units in it. A meta unit can be 1 unit or it might be 3000 units depending on what the player wants to do.  

Next, early debates on topics we can have:

a. There are 3 main resources players are fighting: Metal (for constructing stuff), Radioactives (for advanced units and researching), and Computronium.  Comporting acts as the victory point ticker in this game. It's a real word and a real concept.  But we hate the name.  We are open to ideas on a different name.  Computronium is the theoretical name of an idealized computing substance.

 

b. Map sizes.  Our tiny map is about the size of the Bay Area in California. The largest map size is difficult to describe because it's so big. It takes a hour for a unit to travel across it.  Based on who is reading this post, how long do you prefer your RTS games to last?

 


Comments (Page 2)
5 Pages1 2 3 4  Last
on Mar 09, 2015


1. If there isn't a subedit on Ashes yet, could someone make it? The nature of this game is such that we really want to be able to talk to the community a lot prior to release. 

 

Subreddit?

If that is what you are after then I made one as soon as the game was announced. If any of the devs or community guys join over there be sure to message me and I will get you some special flair.   

  

Also thanks for answering some of the pressing questions. 

on Mar 09, 2015

The control nodes in each region dictating whether you can mine that region should be sufficent incentive to keep players battling over regions without the need to the ticking timer, so yeah it should be an optional victory condition.  

 

Length thy wise if I'm playing sins it would generally be me verses many ai's set the the hardest level I can manage, then play it like a survival game for as long as I can. It's weird how we come up with our own ways of playing these games that designers never intended. 

 

Sup com fa, I would generally play setons crutch map, I'd practice a position like front or back left and jump in to a 4 v 4 game.  And usually it was 1hr, or longer if I'm playing ai as again on hard settings it always turns into a survial game to make it interesting against the ai, and it can go on for hours.  Another thing that was popular on sip com fa, was the player ranking system and how it auto found a matching player of a similar rank.

So official board rankings would be cool played on official competiion maps, auto mated start to make it fair would be very cool.  Always was exciting seeing it count down to go, knowing if I lost I would lose ranking points.   That way players can build up in game profiles with badges and rankings etc 

 

on Mar 09, 2015

Scratch that.

on Mar 09, 2015

GoaFan77

I couldn't find the real world concept you were referring to.

Comporting is a real verb, thus concept.

We're supposed to name this imaginary substance that represents the computation behind said thing. In other words, it's most likely about reprogramming the opponent to do your bidding, thus winning.

on Mar 09, 2015




a. There are 3 main resources players are fighting: Metal (for constructing stuff), Radioactives (for advanced units and researching), and Computronium.  Comporting acts as the victory point ticker in this game. It's a real word and a real concept.  But we hate the name.  We are open to ideas on a different name.  Computronium is the theoretical name of an idealized computing substance.

 

b. Map sizes.  Our tiny map is about the size of the Bay Area in California. The largest map size is difficult to describe because it's so big. It takes a hour for a unit to travel across it.  Based on who is reading this post, how long do you prefer your RTS games to last?

 

a:Stuff.  Stuff is a real word.  We all want it.  Some people think it's the key to winning.

 

b:Remember the commonlands(Both east and west.  Yech).  Great if there's something to do.  Otherwise it becomes a timesink.

on Mar 09, 2015

Ideal game length should depend upon map size.  If i'm playing on a small map it's because I want the game to last 10-30 minutes.  If slightly larger, then 20-40, if say, a medium sized average map, then 30-60.  Why the variation?  Skill, mucking around, waiting for the unit that makes the biggest boom, that kind of thing.

As for waiting a full hour for units to cross - I'm all for it as long as there's a save option.  Turn-based strategy games have always needed that for the same reason.  If you've got 3 hours every Saturday to spend playing the game with your friends and you want to play the same match for the next month... hey, more power to you.  I don't have that time, and would probably be using smaller maps with smaller player counts, but that's just personal preference.  More options are always good.

Really looking forward to this one; was surprised to see a ground-based RTS out of the Star Swarm tech instead of something space based ala Sins.

Best,

Merku

on Mar 10, 2015

Adridos


Quoting GoaFan77,

I couldn't find the real world concept you were referring to.



Comporting is a real verb, thus concept.

We're supposed to name this imaginary substance that represents the computation behind said thing. In other words, it's most likely about reprogramming the opponent to do your bidding, thus winning.

I was looking for a bit more elaboration. Yes I know its a verb, but I think the concept Frogboy alluded to would be more than that. If it was simply mind control of your opponent or something they could use a wider variety of words.

on Mar 10, 2015

This is going down a tangent.  "Comporting" was a phone's auto-complete fail.  Brad was trying to type "Computronium" and his phone knew better (stupid AI).

Computronium is a term used by some people in the Singularity community.  The back story for the the game is about a scenario for the Singularity that has gone down a bad path.

"...the primary resource we will care about in the late 21st century will be the capacity of our thinking substrate, not energy or water or housing or any of the things people worry about today. It is for that reason that we will then expand away from the Earth to find more matter and energy suitable to convert into “computronium” (the optimal substrate for computation / thinking). Through this process, we will ultimately saturate the Universe with our intelligence." -- Ray Kurzweil ( http://www.kurzweilai.net/ask-ray-future-battle-for-resource-storage-as-a-substrate-for-sentience )

on Mar 10, 2015

Ah, OK.

What about something like Metagel? Though something like that might clash with metal that's already a part of the resource lineup.

Maybe morphogel or morphigel? It would depend a lot on how you're portraying this matter in the game if you already have some plans/concepts regarding that.

on Mar 10, 2015

wbino49

Looks like Total Annilation .....

Twitchy to fast...clickfest? Just cause you can put thousands of units on screen doesn't make it a better game.

Would prefer a small scale strategic battle with units you get to know, not expendable units to make fancy booms.

Thousands of units might be impressive selling point but looks ridiculous to this older gamers eyes.....

 

I take it you never played Sins of a Solar Empire.

on Mar 10, 2015

ColaColin

on tech trees: Will teching require something like a building of a specific type to be made? An issue I see with tech trees is that you cannot scout into which direction your opponent techs until it is "too late" because your opponent has the stuff on the field. 

So that could be fixed by requiring you to make some tech buildings, depending on what direction you want to tech.

 

Tech requires two things:

1. A Research Matrix to unlock that tech tier (so if you want a tier 5 tech, you need to have 5 Research Matrices built)

2. The technology's prerequisite resources (mostly radioactives).

on Mar 10, 2015

I'd have a question if you wouldn't mind.

What architecture will the multiplayer work on? P2P (the old-school), Client-Server (still old but standard among other games) or something different like SC2, which creates game experience resembling P2P but routes it through a server under the hood to keep hacking at a minimum and make sure you will use Battle.net as the middle man (hence no LAN and tourneys outside Activision Blizzard's control)?

Oh, and what's the builder unit going to be like? Can we expect some vehicle (possibly /m/anly one) at the start, HQ building and builder units, or some other system (Dune/C&C background building, calling in buildings 'ala British,... there have been far too many building systems in RTSs to name them all)? 

on Mar 10, 2015

Re multiplayer:

The plan right now is to have it be client/server with a migratable host.  We are building a trusted server system (hosted servers) but will be evaluating early access to determine whether they're needed (i.e. if there's e-sport potential, we'll know during the beta).

on Mar 10, 2015

Frogboy

Re multiplayer:

The plan right now is to have it be client/server with a migratable host.  We are building a trusted server system (hosted servers) but will be evaluating early access to determine whether they're needed (i.e. if there's e-sport potential, we'll know during the beta).

Migratable? Does this mean one of the players is host and that "host" can move to some other player if the original host leaves? How would you manage to transfer over all the game state data, as in a clean client/server all clients only know exactly what they need to know to prevent maphacks?

Does that host players computer alone take care of all simulation then? Or can one slow laptop in a 4 player match slow down the game for all players, even if the laptop is not the host?

What is the bandwidth requirement on the server then? In Planetary Annihilation they use a pretty strict server/client model where all players are only clients. The server has rather high requirements in terms of upload bandwidth and many players would not have the bandwidth to host larger games.

Ofc not asking for exact numbers here, just the general direction. 

 

 

on Mar 10, 2015

BTW, I've begun uploading things to the vault. Check the sticky post for more info.

5 Pages1 2 3 4  Last