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Forum Turn-Based Strategy Game - Part 3: Unit List

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There I am again. Had to scoot off to work earlier.


On the island map, there will be four factions. I already briefly listed them in the first blog, but I'll revisit them a bit more in-depth here.



















Of course, none of this is final. Units may be removed, added or changed. If you have any more ideas or suggestions, I would be glad to hear them!


In the next part, I will try to cover my first ideas for the battle system and include an example battle.

Updated 09-18-2011 at 06:39 PM by von_lipwig

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Forum Turn-Based Strategy Game

Comments

  1. Flimmeister's Avatar
    Sounds good, but balancing would be difficult. Every faction has completely different units, which behave different (i think). Perhaps it's an idea to make it more basic: Spears, swords, cavalry swords, cavalry lances, archers, crossbows. And then give certain factions superior spears, or swords, or cavalry. This will make the balancing a bit easier i think. But of course, just a suggestion.
  2. von_lipwig's Avatar
    You're right I guess. I only did 6 units per faction now, so there's lots of room to change stuff and to add more units. I do want all factions to have a unique feeling to them so playing a different faction would mean a whole different way of playing the game, but of course balancing that will be extremely difficult.

    I have been toying with the idea of a sort of rock/paper/scissors system but I've held off on that for the time being because it seems quite hard to pull off, especially with the current stats system (or maybe I'm just overlooking something).

    I'll definitely update the troops trees a bit, and I've also thought of adding tech trees, so maybe I can do stuff with that (ie, some factions starts with a certain type of unit but can unlock others). Or maybe factions can recruit units they would normally lack from captured or constructed towns.
  3. Concurssi's Avatar
    I think it might be good to give each faction a sort of 'behind the scenes' unit or something.
    Dudes that don't really do combat that well.

    The vets could have something like assassins.
    Nobles... tax collectors maybe? lol I don't know .
    Guilds, merchants?
    Monks could have missionaries or some shit.
  4. von_lipwig's Avatar
    Concurssi: I have been considering that but I'm thinking it may be better to try and build in these kind of things in Policies (which I will elaborate on at another time). I am thinking maybe it's best to keep the movement map for armies exclusively, while all other managament stuff is being kept more abstract, in cities, towns and management tabs, somehow.
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