Thursday, April 19, 2012

Ideas for the economical system (and a bit more)...

I have a lot of ideas and it's hard for me to explain each of them clearly... But here is my main one:



Each player starts with a castle and a king, near a village. The village provides people and has farms for natural ressources (food, wood, metal or whatever, all counts as only one ressource). There are some other neutral villages and farms among the map, that can be captured by the king or some special units...



People can be used in two ways:

- to build things, then you get them back.

- to be trained as soldiers or put to work in a farm, which is irreversible.



Castle can be upgraded with adding some buildings like stables, temple, academy, factories... City can also be upgraded with things like walls (which should be expensive => more realistic look of the city and necessity to use natural defenses like cliffs or water; and very useful whipe posting soldiers on them), bigger houses, or things that make them harder or impossible to be captured.



That's all for now...|||i'm a big supporter of villagers in RTS games. but not many RTS games use them. i wouldn't want to blatantly copy AoE's villager format. it's probably best to think of something new.



i'd like to see them in the game. but more in the way that Anno and Grand Ages: Rome uses them. where they multiply and simply roam around on their own, rather than us having direct control of them and ordering them around all the time.



villagers should just 'be there' to make everything more life-like. when you drop a structure they should gather to help construct. and that's it. if you build a fishing hut, farm, or logging camp they should be there, working away.



that would be best. then you could focus on management, constructing buildings, units, upgrades and fighting.



it's always fun watching villagers scramble as their empire burns.





Image|||I'm not too sure how i feel about villagers in a game like this.



I certainly don't want to have a big city building experience like in anno, although having villagers wandering around would probably be good for immersion. I also think that in a super-huge rts (ala supreme commander), tracking and microing hordes of villages will be a pain and add nothing positive or fun to the experience.|||In my idea, villagers don't need micromanagement. When you wanna build something, just click on it and you see villagers building it.|||I agree completly. having villagers just looks way more realistic.



although, if possible, you should be able to attack them. it just seems like fun to have something like big wolfs chasing villagers. :twisted: offcourse, thats not a neccisaty.

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