Author Topic: Invasions!  (Read 1666 times)

Offline madcow

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Invasions!
« on: July 11, 2012, 01:39:44 pm »
I seemed unable to post this in the brainstorming section for some reason, wasn't given the new topic button. Anyways, on to the idea!

Now that we have city building that lets us put buildings away from the settlement, I think that gives us the perfect springboard for another addition I've long wanted and thought would be a cool addition to AVWW. Let the overlord/lieutenants/vengeful ghosts build up invasion forces to attack these non-essential buildings. Perhaps they cannot make it to the settlement proper, that way it would be impossible for them to make a game unwinnable, but they could attack the outlaying buildings, basically disabling them until you clear out the invading force.


They could show up as an invading force on the map, and every X number of days build up, and then will march off to attack one of the buildings. If they get there then you would need to complete a mission to regain functionality of the building. Then there could be mission types for your NPCs, to weaken the invading force, or reclaim buildings.

This could have some very cool potential and make the threat of the Overlord seem like a real proactive baddie instead of just sitting on his tower not really doing anything. And adds a sort of dynamic almost Din's Curse layer to the game. Strategic difficulty could affect how often you'll get attacks (ranging from never, to near-constant raids). And then you could add new buildings with a more defensive role, barricades for instance, or defensive towers that weakens the enemy if they go through it. Or provides defensive buffs if you do a fight off the invading force mission there.

Offline BobTheJanitor

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Re: Invasions!
« Reply #1 on: July 11, 2012, 01:57:42 pm »
Things can't go into the brainstorming forum until the powers that be decide whether you really have a storm, or just a light brain drizzle.

That's a neat idea though, and it's interesting especially because the game used to have a mechanic almost exactly like this waaaaaaaaay back in the very first betas. In fact I believe on my first continent I still have a group of rampaging monsters led by a vengeful ghost of my original glyphbearer that is threatening my settlement. Of course they'll never get there, because the mechanic that makes them move closer was taken out of the game. So they're trapped eternally floating in the middle of a lake. :D I've also got some of those old barrier towers that made an impassable wall across the terrain. I'm leaving them up for posterity, and in the hopes that one day an update will break them just so I get to drive Chris crazy trying to make an exception in the code for my one stupid world.

Anyway, I digress. Anything that makes the overlord more of a threatening opponent and less of a target waiting around in his tower while repeatedly checking his watch and sighing is a good thing.

Offline Mánagarmr

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Re: Invasions!
« Reply #2 on: July 11, 2012, 02:00:31 pm »
*coughs and points at sig*
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Offline madcow

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Re: Invasions!
« Reply #3 on: July 11, 2012, 02:01:23 pm »
Figured the idea should be fleshed out more and get an idea on feedback before going to mantis with it.

Offline Ulrox

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Re: Invasions!
« Reply #4 on: July 11, 2012, 02:12:24 pm »
Yeah I already made the suggestion on mantis whatitsitcalled mathingy. http://www.arcengames.com/mantisbt/view.php?id=8880 ^_^  - and yeah I agree. Overlord needs to be an active opponent rather than a static boss doing nothing.

Offline Mánagarmr

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Re: Invasions!
« Reply #5 on: July 11, 2012, 02:20:06 pm »
Yeah I already made the suggestion on mantis whatitsitcalled mathingy. http://www.arcengames.com/mantisbt/view.php?id=8880 ^_^  - and yeah I agree. Overlord needs to be an active opponent rather than a static boss doing nothing.
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