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December 14th, 2008, 01:03 AM
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Lieutenant Colonel
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Join Date: Oct 2003
Location: Gilbert, AZ
Posts: 1,375
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Re: Illwinter, are you keeping it multiplayer?
Hey, that's an interesting idea JimMorrison, a game based on the idea that the AI controls us (so like we can't automatically get certain powerful summons or something).
My original idea was that even a weak fighter could gain lots of hitpoints and attributes, this is more akin to standard RPG, but I figured it would work well. A mage wouldn't be able to gain as much HP as a fighter for balance, just like other RPGs. Not only that, your regular hired units can become just as strong or stronger than you. We can do that...
OR...
We can say that you can only become slightly more powerful more akin to Dominions and your main source of becomming stronger is by upgrading your army in different ways. However, then how do you balance magic commanders with non-magic commanders? That's why I had the idea of RPG-style. Mages got spells, fighters got endurance. Plus, like I said, I wanted to see 2vs70 battles, you and your friend in co-op vs all, give the player the choice not to have an army.
The main joy from realtime battles is all the joys you don't get from turn-based battles. The ability to use buffs in the most effective way, the ability to target spells correctly, etc.
Edit: But don't get me wrong, we are all just dreaming about such a game. It's fun to contemplate I guess. I think one day we'll see a game like this.
Last edited by Argitoth; December 14th, 2008 at 01:07 AM..
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December 14th, 2008, 02:06 AM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Illwinter, are you keeping it multiplayer?
You could get your increase in ability by earning the favor of your god. Say, you have to prove yourself by performing certain actions and once you earn enough favor your god will offer you a blessing they will bestow upon you. Maybe you could be turned into a different creature, or be promoted to a different sort of commander, or be empowered. There are lots of different ways you could go about it depending on what way you chose to go for the base of the game.
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December 15th, 2008, 01:38 AM
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Lieutenant Colonel
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Join Date: Oct 2003
Location: Gilbert, AZ
Posts: 1,375
Thanks: 1
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Re: Illwinter, are you keeping it multiplayer?
Part of the fun of playing OpenGlad was the fact that no unit had a limitation on how much power they could gain. Just because you are a commander shouldn't mean you have more abilities than a soldier. You should be able to have a small team of undefeatable falchioneers, how cool would that be to be the most feared group as opposed to the most feared person who commands a bunch of weaklings.
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December 15th, 2008, 02:05 AM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: Illwinter, are you keeping it multiplayer?
Hmmm, an enhancement of the Experience system, and perhaps some character building options for your underlings, I like that. It definitely would add to the Dominions fun if you didn't have to choose between being solo, or having a thousand men..... Running a fearsome mercenary company could be a blast.
Interestingly, if you played as a mercenary, you wouldn't have any single god to ally with, and people would pay you huge amounts of gold for your services. Downside - don't allow mercenary characters to be Sacred (unless you wore a Shroud of the Battle Saint!). 
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December 15th, 2008, 12:55 PM
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Lieutenant Colonel
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Join Date: Oct 2003
Location: Gilbert, AZ
Posts: 1,375
Thanks: 1
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Re: Illwinter, are you keeping it multiplayer?
that's cool, maybe I'd hire your team, JimMorrison.
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December 15th, 2008, 04:03 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: Illwinter, are you keeping it multiplayer?
Quote:
Originally Posted by Argitoth
that's cool, maybe I'd hire your team, JimMorrison.
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Awesome! Maybe I would make you an amazing Dominions experience, worth millions a month in residual income. 
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