General Category > AVWW Brainstorming

Brainstorming Thread: Show Me The Clever Players.

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Well in terms of developing your civilization I'd like to see a more obvious "we're going out and doing this" rather than just clicking on something and it's done. This might already be planned but I figured I'd mention it. So you might actually bump into npcs doing the missions you set them out to do and you can choose to lend them a hand. It would also mean if your npcs aren't properly equipped they might get ambushed while on a mission and never come home. At the moment I don't really feel my npcs are at all threatened because I just never advance the turn when there's a mob next to one of my towns.

Possibly there could be some kind of magical "radio" system that could be set up. When active you may receive alerts from other people in peril nearby (your settlers, people from other civs, separate survivors or maybe even an enemy faction). You can choose whether to answer their call and if you do help them there will be consequences (generally good but something bad could occasionally happen too). For example saving your own settlers will result in a morale boost. Saving setters outside your civilization they might join your civilization or the relationship between their civ (if they belong to one) and yours would get a boost. On the other hand it would be interesting to have a dilemma where coming to the rescue might not always be the best choice....or you have to decide between saving your own people or saving the people of the civilization you're currentely trying to suck up to.

I agree with the spell customization too, something really "out there" in terms of mixing spells would be very welcome. I mentioned in another thread it would be neat to really get a sense of being like a wizard concocting new spells.....with some mystery attached to what the result is going to be. I'd really like to be in a position where I could mix items and not really expect to get anything special (or expect to get a "mess" back)....but then out pops this really cool spell from nowhere. Feel like I'm the one creating the spells and not necessarily being told "this + this = this" so much.

It would be interesting to be in position where you could logically look at two items and say "I wonder if I put these together.....will I get this?" and then you try it and hey bingo a spell similar to what you were thinking of is created. I bet the spell system could be one of AVWW's big strengths.

Not sure if this is what you're looking for in this thread though.

One thing I enjoyed in Starcraft II were the occasions on which you got the choice to do one of two possible missions, completion of which would then give you a distinctly different advantage in the next level. Like, you'd raid the space platform to prevent air support on the world below in the next mission, or take our their transport network to stymie their reinforcement capabilities. You could only do one, and whichever mission you chose was permanent.

Lifting some of that, giving the player the option to either do X or Y side-quest to hinder an overlord or help themselves - but never both X and Y - might, combined with some of the other ideas above, lead to some feeling that your choices actually matter.

I like Zebramatt's idea a lot.

:)  the thing that comes immediately to my mind is settlements and resources. By that i mean currently we have a settlement, or several, (i just have one so far), but we have everything we need in this one place.

It might be more interesting, if say the player had a choice in the type of settlement is first created, and or is created at all.

Say, that i prefer a strategic overview of the world i venture out in, and so, build a settlement with several iLari stones that give me a strategic overview of the world, what is where and what is friendly and what is not.

Or if i prefer, what if my first settlement was a resource gathering settlement, full of wood mills and stone cutter buildings that give me a definite advantage to housing all my settlers, and headstones for the graveyards of those that i lose, or perhaps there might be other uses for stone? Perhaps in building different kinds of new buildings?

Or perhaps my first settlement is a magic oriented settlement, revolving around producing spells of various sorts, but perhaps i need to find skilled 'gem cutters' in the npc's in the field first? Or teach them, which may mean building schools, where i have to have a certain level skilled gem cutter first. Say my gem cutter is only level 3 that i have found, meaning i can only train gem cutters to that level and no more until i get a more skilled cutter npc into my settlement.

We might also have farm settlements, that produce only food, and nothing else. But need the storage sheds built into the settlement to expand production?

This might mean we have to have those 'roads' used by 'caravans' that travel between settlements to distribute out products, be they gem stones, food or wood and stone or whatever?

Also, having npc's venture out into the world, and running across them, as they pursue their ends, makes for interesting interaction, or choices between the player and new npc's you come across, or don't come across.

In addition, the players reputation, might of course mean that the npc's are either interested or not interested in joining with the player?

In this way, there are several 'elements' that we have 'choice' and options with.

Do i as a player, build up all my resource settlements first? Does this mean that i am a 'Turtling' type of player?
Or do i build up armies in quickly built military schools where my npc's and i all go against 100 bosses in a lava chunk?

Do i chose to put all my interests into building 'Spell' settlements where skilled gem-cutters make fabulous spells, and perhaps if i do, i have an advantage in having my npc's 'find' those new gem veins?

Does the terrain itself vary enough, that my settlement is in the hills and therefor less accessible to armies? Meaning they would have to attack 'up the slope' of the mountain as they near my settlement?

Or is my settlement wedged in between two massive mountains in the south, meaning that the only access into my settlement is through a valley that i heavily fortify?

Now this means of course, some changes to some things, or how things 'may' look as they are added?

How do i create a map with a settlement in between two mountains and the only road in is through the single valley that acts as a choke hold? Perhaps,  the tiles on the over-world have to get more detailed? Or have a mouse-over or right-click view that gives us a more precise view of the area?

And if there are single access settlements, what if there are many accessed sites as well? Meaning the enemy could attack from several fronts, and if i am allocating my resources where do i place them? I could be over-run, because i didn't see that the back slope of the settlement was the hardest, but also the most direct into my camp.

Anyway, i think that giving the player options and choices to go one way, or build certain types of things, in the same way that players chose which ships to build and what planets to take, and how in AI War, would increase the degree of complexity and strategy and choice and depth that AVWW already has, and certainly one  that i would love to see.

I think we can do this several ways, one of which is to play with numbers, meaning that Spell settlements get +1 to finding gems and gem veins, or wood, or stone, or food, or whatever. And the same for the advantages and disadvantages for settlements located in rough or deeply inaccessible terrain? +1 or +2 to the home teams defense, or attacks abilities. Also, there could be + or - stats added to those settlements depending on the number of npc settlers. So say, my settlement of 5 people has less of a chance at defending than say a settlement of 10 or 20.

There might be also 'types' of skills, saying that my farm community of 10 people has less attack skill to overcome, or less defense skill to overcome a horde of advancing monsters, or raiders that have come to loot and pillage my town. But my settlement of 5 spell masters, has more ability against those very same looters. 

Using numbers of course, means that we don't have to create 'art assets' that appear in game, they can simply be stats added to areas that are already 'visually defined'.

Or choosing to go 'visually' expressive would make for some 'visual difference and visual interest' from what is currently in the game.

Of course choosing to go more visual is more costly, and takes longer to get in. Text and number stats added are quicker and have no art asset cost to them.

Or a mixture of both,  :) 

But choosing what to build, and how many and where, and so forth, makes for some interesting differences, because not all players are going to play or choose the same things, making their game experiences different. 

And perhaps that is a neat thing too?


Just my two cents,


A few ideas I have. These haven't exactly been thought out, so they might be bad ideas. I dunno.

1: more unique region conditions. As far as I can see, there are two types of condition a region can be in: stormy, or calm (under protection of a wind shelter). I think a few more possibilities (stacked with the storm, since that's a global effect) would be nice. You could encounter a flooded region where there's a layer of water covering the low-ground, or a burning one with fire popping up and doing damage or even a radioactive spill that causes monsters to mutate into more advanced and deadly versions. The region would have to be scouted or visited in order to identify what it was, and the effects wouldn't be too common. (maybe one in eight regions have an unusual effect with the more deadly ones being even more rare.)

2: Maybe optional game modifiers, like the minor factions or AI plots in AI war. For an example, to mimic one from AI war, after an overlord is killed, a very powerful group of rampaging monsters appears on the doorstep of a random settlement (doorstep being within 1 or 2 tiles). Something toggleable to add difficulty if it's wanted.

3:As has been discussed in other threads, character customization such as allocating points to skills and attributes would be cool, in my opinion.

4: I'll probably think of more later when I have more time.


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