Author Topic: More choices in the strategic game that affect the tactical game  (Read 7598 times)

Offline ColdPrototype

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So, maybe is just me wanting to see AVWW as another AI War, but I would really like to see more strategic *choices* that affect the tactical game. Is that a direction the game is going to be taking? If so, I'd be interested in hearing what might be coming in that regard, and I'd certainly share some thoughts of my own.

Offline Martyn van Buren

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Re: More choices in the strategic game that affect the tactical game
« Reply #1 on: October 10, 2011, 03:52:00 am »
This reminds me of a related question ---- are there still plans to introduce crafting skills, or did those get thrown out when weapons and armor were pared down to just spell gems?  Not especially impatient to see them; just curious.

Offline x4000

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Re: More choices in the strategic game that affect the tactical game
« Reply #2 on: October 10, 2011, 10:48:27 am »
So, maybe is just me wanting to see AVWW as another AI War, but I would really like to see more strategic *choices* that affect the tactical game. Is that a direction the game is going to be taking? If so, I'd be interested in hearing what might be coming in that regard, and I'd certainly share some thoughts of my own.

That is definitely where we want to take the game over time.  The strategic side of this game is at about 3% of where we ultimately have ideas for it to go.  In truth, we'd love for this to become a really full-featured 4X as you level up increasingly in the game, but it just depends on player interest in that side of things and what we wind up putting our time towards.  I wouldn't expect this to be anything resembling a full 4X by 1.0, but as we continue to develop the game beyond 1.0 this is something we want to push on more unless players just have no interest in it.

In terms of the actual strategic decisions that affect tactical gameplay, etc, that's definitely a focus for coming up, too.  Remember that right now we don't even have combat at the strategic level, but that's something also that's coming and which in many respects is kind of a prerequisite for a lot of the neatest things we want to do at the strategic level.

This reminds me of a related question ---- are there still plans to introduce crafting skills, or did those get thrown out when weapons and armor were pared down to just spell gems?  Not especially impatient to see them; just curious.

No plans whatsoever, we pretty much have all of those set.  However, there are currently three kinds of crafting in the game that you can't get to: spellshaping, crest, and enchant.  Those represent 5 more workbenches, including socketing and disenchanting ones.  We've also barely done anything with the outfitter, as I'm sure you've noticed -- I intend to create various projectiles there that you can magically hurl, like sawblades and wooden blocks, etc.

But in terms of overall categories, I think that's pretty well setting us up for all we need! :)
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Offline BobTheJanitor

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Re: More choices in the strategic game that affect the tactical game
« Reply #3 on: October 10, 2011, 11:02:07 am »
In truth, we'd love for this to become a really full-featured 4X as you level up increasingly in the game, but it just depends on player interest in that side of things and what we wind up putting our time towards.

Put me down as  hugely interested in as much 4x as possible. A Civ-like where you can also go down in to the tiles and shoot fireballs at things sounds awesome.

Offline eRe4s3r

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Re: More choices in the strategic game that affect the tactical game
« Reply #4 on: October 10, 2011, 11:03:20 am »
Wow ;) You should probably make that sentence bold

The strategic side of this game is at about 3% of where we ultimately have ideas for it to go.  In truth, we'd love for this to become a really full-featured 4X as you level up increasingly in the game, but it just depends on player interest in that side of things

I can assure you the player interest is fully FOR that ^^ Because thats the only thing thats really going to be a dynamic challenge in the game. Platforming you either suck at or you don't. If you don't all the combat is easy (and with that, relatively dull), no matter what spells or enemies. But the meta-game, the civ-rebuilding, should be something that depends on our choices, that is affected by our actions and decisions and that affects the world around us even down to the deepest chunk in a region.

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Offline orzelek

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Re: More choices in the strategic game that affect the tactical game
« Reply #5 on: October 10, 2011, 12:22:57 pm »
I will sign any strategic game improvements petitions with both hands.. and in any other suitable ways.

Currently without strategic game I don't see reason to continuously level up to kill next overlord/lieutenant etc. (Especially after huge battle where I killed overlord my malcontent citizens started to complain instantly about some lieutenant I have no idea where to find).

Offline OobleckTheGreen

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Re: More choices in the strategic game that affect the tactical game
« Reply #6 on: October 10, 2011, 01:05:19 pm »
Currently without strategic game I don't see reason to continuously level up to kill next overlord/lieutenant etc. (Especially after huge battle where I killed overlord my malcontent citizens started to complain instantly about some lieutenant I have no idea where to find).

I don't know what 4X means, but I do agree with orzelek's comment. Finishing off my first overlord (of no less than 1 million hit points) got me some red shards and happier people (I think - their morale is now 100 across the board), but that's about it. I really was expecting some sort of major fanfare - something radically different when I got back to town - but if there was, I didn't catch it.

Offline zebramatt

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Offline goodgimp

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Re: More choices in the strategic game that affect the tactical game
« Reply #8 on: October 10, 2011, 01:36:52 pm »
Holy crap, Chris, that sounds bloody AMAZING!

Offline KingIsaacLinksr

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Re: More choices in the strategic game that affect the tactical game
« Reply #9 on: October 10, 2011, 01:59:18 pm »
I agree, adding to the 4X metagame would really make this game unique in my collection and I've always appreciated games where I have a "local" and "world" effect possibility.  I think more people would be interested in that as well :).

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Offline OobleckTheGreen

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Re: More choices in the strategic game that affect the tactical game
« Reply #10 on: October 10, 2011, 02:03:05 pm »
Now that I know what 4X means - hard to believe I've played so many of them and never heard the term - I'm excited to see more along this line.

Offline Hyfrydle

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Re: More choices in the strategic game that affect the tactical game
« Reply #11 on: October 10, 2011, 02:21:26 pm »
Let me add my support to the 4X ideas love the adventuring side of the game linking into a bigger worldwide picture. Since the latest patch this game has really got me hooked. Managed to reach level 28 and having a blast.

Offline orzelek

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Re: More choices in the strategic game that affect the tactical game
« Reply #12 on: October 10, 2011, 02:27:06 pm »
OT (and advertisement):
I would recommend taking a look at soon to be released Sword of the Stars II.

Offline Gallant Dragon

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Re: More choices in the strategic game that affect the tactical game
« Reply #13 on: October 10, 2011, 09:13:24 pm »
Your season in the sun is over, now you will face the LORDS OF WINTER.  :o
It's just carriers all the way down!

Offline BobTheJanitor

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Re: More choices in the strategic game that affect the tactical game
« Reply #14 on: October 10, 2011, 09:21:02 pm »
I wonder if we broke Chris. He hasn't made a post all day since that one. He's probably off somewhere trying to put his Civ IV CD and a cartridge of Metroid in a blender and hitting frappé.