BR:
First, it's GREAT to finally know what you guys have been working on! I had planned to drop by the COEX (cool place, eh?) here in Korea to hear your keynote speech and to try to trick you into revealing some of these details earlier, but life just got in the way. =) I wish you the absolute best of luck with RoN. I enjoyed watching your DaRq games way back when. To this day, you were one of very few gamers I EVER saw actually use tactics like gathering relics and running your troops back to get healed, etc. Anyway...
My most pressing idea at the moment is, I think, one that could profoundly change the pace of the game for the better and help make RoN actually open to more strategic possibility for the cross-over TBS players:
Eliminate peasants.
Yes. I know. Sounds crazy. But hold on.
As with Disciples 2 (outstanding game!), you should instead employ the use of 'planting rods' that claim territory. These rods (or outposts or whatever) can be destroyed, of course, so must be defended constantly. Now, any resources in your claimed area that ALSO have the requisite building near the resource will automatically generate the resource. End of story. Faster gathering will depend on improved tech (thus more strategy) instead of pumping out more villies. Multiple resource buildings sharing the same radius should NOT generate more resources. This will encourage expansion and more map awareness instead of simply hording a section of the map with mass vills.
Other benefits would be clear: THE single most demanding aspect of the recent slew of RTS games is the villies that gather paradigm. Not only does this aspect reward the click-festers, it also makes for some absolutely tedious middle and end-games that result in people running villies all over the map, etc.
In this system, you could set the 'land claimed victory percentage' to anything you want so that a person who claims, say, 70% of the land with the rods simply wins. He need not kill all enemy villies or towns or anything else. It would be up to the enemy to attack the rods. In other words, turtles can't win here. They'd HAVE to get out and, at minimum, keep the enemy from gaining his land percentage.
Also, any land that you are gathering resources from that loses its rod-radius would no longer produce resources for you. This, IMO, would open a LOT more strategic opportunities at a fraction of the micro-management investment than producing and roping villies all over the place.
Finally, not having to worry about 50-100+ villies will free the gamer from tons of tedium and thereby allow him to focus on tech progression decisions and better battle plans.
Please, please, please consider this change. I honestly think it is one thing that would move RoN into a very nice position between RTS click-fests and honest-to-goodness strategy gaming.
First, it's GREAT to finally know what you guys have been working on! I had planned to drop by the COEX (cool place, eh?) here in Korea to hear your keynote speech and to try to trick you into revealing some of these details earlier, but life just got in the way. =) I wish you the absolute best of luck with RoN. I enjoyed watching your DaRq games way back when. To this day, you were one of very few gamers I EVER saw actually use tactics like gathering relics and running your troops back to get healed, etc. Anyway...
My most pressing idea at the moment is, I think, one that could profoundly change the pace of the game for the better and help make RoN actually open to more strategic possibility for the cross-over TBS players:
Eliminate peasants.
Yes. I know. Sounds crazy. But hold on.
As with Disciples 2 (outstanding game!), you should instead employ the use of 'planting rods' that claim territory. These rods (or outposts or whatever) can be destroyed, of course, so must be defended constantly. Now, any resources in your claimed area that ALSO have the requisite building near the resource will automatically generate the resource. End of story. Faster gathering will depend on improved tech (thus more strategy) instead of pumping out more villies. Multiple resource buildings sharing the same radius should NOT generate more resources. This will encourage expansion and more map awareness instead of simply hording a section of the map with mass vills.
Other benefits would be clear: THE single most demanding aspect of the recent slew of RTS games is the villies that gather paradigm. Not only does this aspect reward the click-festers, it also makes for some absolutely tedious middle and end-games that result in people running villies all over the map, etc.
In this system, you could set the 'land claimed victory percentage' to anything you want so that a person who claims, say, 70% of the land with the rods simply wins. He need not kill all enemy villies or towns or anything else. It would be up to the enemy to attack the rods. In other words, turtles can't win here. They'd HAVE to get out and, at minimum, keep the enemy from gaining his land percentage.
Also, any land that you are gathering resources from that loses its rod-radius would no longer produce resources for you. This, IMO, would open a LOT more strategic opportunities at a fraction of the micro-management investment than producing and roping villies all over the place.
Finally, not having to worry about 50-100+ villies will free the gamer from tons of tedium and thereby allow him to focus on tech progression decisions and better battle plans.
Please, please, please consider this change. I honestly think it is one thing that would move RoN into a very nice position between RTS click-fests and honest-to-goodness strategy gaming.
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