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Re: Wasteland, the Clanwars (reworked)
[Re: Pappenheimer]
#94321
03/08/07 14:25
03/08/07 14:25
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
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Quote:
Quote:
and the gameplay is actually used by many other games already.
What, if you add a unique speciality to the gameplay? (I already got an idea, but I don't know wether it is practical.)
You could aim for a prototype then!
And look for investors!
(BTW, the HUD looks fantastic, too!)
Ups, forgot to mention, why to do so!
I thought, this way it should be possible to find a final compensation!
------------------------------ Nevertheless:
Maybe, you are interested to test an idea for the RTS (I'm not familiar with RTS's, so it might be an old idea):
What if the landscape is moving somehow: a shifting sand dune which makes certain places at certain times useless for production units? This way, the player has to plan to move the buildings at a certain time, or to take their loss into account. (Wasteland had the option to use buildings as ressources for other buildings, right?)
Last edited by Pappenheimer; 03/08/07 14:28.
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Wasteland, the Clanwars (reworked)
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Damocles
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Wasteland, the Clanwars (reworked)
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03/08/07 13:05
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03/08/07 14:46
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PHeMoX
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03/08/07 18:41
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03/08/07 20:30
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Towelie
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03/09/07 03:56
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03/09/07 10:40
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03/09/07 11:34
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innovater
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03/09/07 12:01
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Re: Wasteland, the Clanwars (reworked)
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Captain_Kiyaku
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03/09/07 12:14
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innovater
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03/09/07 12:27
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Re: Wasteland, the Clanwars (reworked)
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Pappenheimer
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03/08/07 14:25
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Re: Wasteland, the Clanwars (reworked)
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Tiinusen
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04/04/07 13:32
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Re: Wasteland, the Clanwars (reworked)
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dblade
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05/06/07 15:33
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