-Stu- said:
I would add more gruesome deaths, a different death animation for each weapon.
This is out of our scope at the moment.
-Stu- said:
i would also add the ability to see what your opponent is making so u can make units to counter them. for example: you build queue an archer so the bot builds a guy with a shield, u see this and build queue a pike man that is stronger against shield, then the bot makes an archer to combat the pike man and so on and so forth.
We, actually, consider going the opposite way, which I will describe below. Right now, having the rock-paper-scissor mechanics already in place, it feels like the player does not really have a choice when building units, because, in order to win, he should always build the counter-units of the units of the enemy. If one would know enemy unit types in advance, the whole “no real choice” topic would be even be increased.
-Stu- said:
you can also add “enrage” to units that are out numbered making them stronger.
Something like this is a good idea and already planned ?
-Stu- said:
you could also add a one time special ability to each unit that u decide when is best you use.
This might be a good option for the Hero unit type.
So, in the following I will give you a short game design update:
Build Cycle mechanic
Instead of building units at any time during the game, units are built are 15 or so seconds. The players can “plan” units, adding then to a queue (e.g. 2 archers and 1 mage). Every time a cycle is finished (after 15 or so seconds), the queued units of both players are built, at the same moment. Therefore, a player does not know the units the other player will build in the cycle and can only react to the currently alive units, as well as make assumptions about the units the enemy will build.
Because of this cycle and simultaneous unit spawning, the player can not just react to the enemy, but also has to take some risks. He can still react to units, who are already on the battlefield, but he can only assume about the units of the next enemy cycle. This could result in many different strategies, one of them being “fooling the enemy" by, for example, building some archers, expecting the enemy to respond with knights in the next cycle while the player responds with many mages in that cycle
Now or Never mechanic
The player can only plan a certain amount of units per cycle (e.g. the limit could be units with the cost of 10, with Melee costing 1, Archer and Mage 2 and Knight 3). Now, the idea of the “Now or Never” mechanic is, that the amount of money the player receives every cycle equals the unit build limit per cycle. Therefore, the player can not save a lot of money and then build tons of units in one cycle. Instead, actually, every unit not built in a cycle can never be built in a further cycle. But what happens to the leftover money? We consider calling the currency “Mana” and adding a special mana shop. Money not spent on units can be spent on special stuff, such as:
- Spells (e.g. arrowrain on some units on the playground)
- Permanently upgrading all unit entities of one type who are alive on the battlefield (e.g. all knights on the battlefield get boosted stats. Newly spawned knights will not have this upgrade). This could be just boosting stats, such as health or attack, but also giving archers fire arrows and stuff like that
- and more
The player could either invest a lot of money into units directly, build only a few units, and collect a lot of mana or do something in-between. There are many possibilities. One could, for example, collect a lot of mana and then build many mages, which are then upgraded with mana a lot. Alternatively, one could build many units directly. Additionally, because of the things purchasable with mana, the player always has something he can do. Last but not least, the unit upgrades result in an advantage of building many units of the same type instead of a balanced army
Open Points
The “Archer > Mage > Knight > Archer” RPS mechanic has already been implemented and it, definitely, improves gameplay, however, it does feel a little too simple at the moment: if the enemy, for example, has a lot of mages, the player, basically, has no other choice than build a lot of archers. To give the player more choices and improve this point, we are considering going one step further and implementing a 5-units-rps or, possibly, a 3-short-range-unit-rps + a 3-long-range-unit-rps, which are somehow combined.