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Markup View
Author: Mauri
Aug 29th 2013
at
12:03:01 PM
Well what I meant by expanding: * Well in the case of the first one it falls a bit under the "terraforming" ideas but in some games the AI prefers to avoid hitting walls and go straight to the main entrance (where most players leave a death trap), this is seen in the case of games as Age of Empires where the player could create a corridor that the invading army would use, this is before the invention of Siege Weapons, to avoid hitting the walls and be targeted by the towers behind the walls. For a further explanation I would put the idea of a "V" wall entrance where the narrow end is open and the opponent would have either to hit the wall and be massacred before seriously damaging it or go around and hit the tower. If you need some graphical idea I could see up to drawing it up (as well as others) for the idea to be clearer as the saying of one picture is worth a thousand words. * Yeap indirect fire but from behind the walls via the arc in archery. Or the high ground advantage of towers behind the walls. This is enforced in many games with the use of indirect fire via Defensive Structures. And what makes a lot of the ideas of the {{Tower Defense}} games. * It is different as Target spotting given the fact that you are more interested in knowing what your opponent is up to rather than just knowing where to land the Artillery strike. Basically finding a way to put a spy in the ranks (in some cases via line of sight and in others via a specific mechanic that allows you to see what are your opponents are up to).
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