Author Topic: Some thoughts on current strategic system  (Read 3109 times)

Offline theqmann

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Re: Some thoughts on current strategic system
« Reply #15 on: January 13, 2013, 12:08:56 pm »
One thing I remember from the old Actraiser game is that little minions would go out and attack certain tiles (I think, been like 20 years).  Anyone else remember the strategic things that Actraiser did?

Offline theqmann

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Re: Some thoughts on current strategic system
« Reply #16 on: January 13, 2013, 12:19:24 pm »
What about if the 5 minion guys were visible on the overworld map, and you had to go attack their square to get the perk token.  They would move around every turn, but you'd know which one you were fighting beforehand.  You could also personalize each minion, so that it would be less random, like if one guy always gets the 3x shot spell.  Once defeated, they would return a few turns later.

Offline LaughingThesaurus

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Re: Some thoughts on current strategic system
« Reply #17 on: January 13, 2013, 12:47:19 pm »
It's possible that they could travel every turn just like you or demonaica do. But, that would be a really major change.

Offline chemical_art

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Re: Some thoughts on current strategic system
« Reply #18 on: January 13, 2013, 01:31:01 pm »
For me, the thought of a minion running around is an unbalancing affair for the strategic scene.

Don't get me wrong, the though of a minon running around that can be countered is fun.

However, if it can be countered, it puts a very strong degree of the platforming on the strategic scene.

After all, if you can beat the minion easily, it is nothing, but if you can't, it makes the strategic scene much harder. It's hard to manage a mechanic on the strategic side when it is entirely dependent on the platforming side.
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Offline keith.lamothe

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Re: Some thoughts on current strategic system
« Reply #19 on: January 13, 2013, 02:07:16 pm »
This seems silly to ask but - how is the one survivor per a file going to work with recruitment. Will the redesigned UI be able to handle it?
This is what I said in the release notes on that:
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Any situation which would otherwise cause multiple resistance members on the same tile (loading an old world with a multi-NPC stack, or rescuing a survivor) causes the others to be displaced to a nearby tile that is no closer to the overlord (or origin, if overlord isn't out yet) than the original tile. In the rescue-survivor case, the new resistance member is always the displaced one.

As for the infinite range overlord attack; ok, ok, I get the picture ;)  It was just something to make sure he was never a non-threat (it would only have been used on turns where he had not already stomped anything).

We've got a different mechanic in mind for that purpose now, actually.  Clinics will become more significant, for one thing.
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