Piranha,
piranha wrote:Going from desert or snow to lush grass you would expect some sort of middle type terrain to get away from the sharp edge that we have now.
What DLR had was edge terrains to do what you describe. So that at the edge of a desert/grasslands for example there would be 1 tile that would still be mostly desert but would have some spots of grass on it (about 25%) that still was a desert terrain. There was also 1 tile that was still mostly grass with spots of desert on it that was grass terrain. Then map makers selected which one (or both if they wanted a 2 wide blend) they wanted for their edge. You'd need that for all the various terrain types where you need to have such blending. It's not as many as you might think and if Hatch can do this kind of work it should be possible.
piranha wrote:About the walls, I think there is a lot of terrain that doesn't work scale wise. Take the dock for example, but even a tree in the forest terrain is similar sized to mountains, it should be less than a pixel on the mountain side. Thing is if you want to have correct scales on everything maps need to be way bigger so some things can take many more tiles. A bit more like old school RPGs. Or modern large scale 3d RTS games that render entire armies in the right scale.
I don't think this type of game is suited for correct scales. It is something that have bothered me a bit but I can't see any way to get that part correct and keeping the same game.
I understand what you mean but these walls are WAY out of scale. Only the Dock is close to being that far out and it's only to show where you can enter/exit the water. The walls are multiple connected tiles potentially encircling dozens if not hundreds of squares.
More to the point, what is the plan game wise for them?
- Are they going to be some kind of barrier that you can (must if there are no gates) bash permanent holes in with siege units for a cost of X movement points?
- Can flying units pass over them freely since they are flying? What about Sandworms passing under freely as they do city walls? I think a different game mechanic than how city walls work is going to be very confusing.
- Can you guard them with units on top in the tower areas and get a defense bonus? Walls without guards are not going to stop armies, they just climb over them. Martins 900 foot ice wall doesn't stop wildlings from climbing over when there are no guards on top. Even in Warbarons empty cities with L8 walls don't stop armies from freely occupying cities so units must man those towers or once again you have a different confusing game mechanic.
- Will players be able to build them like they do the current towers? For that matter does this replace the current towers we have now?
- Are these walls neutral or do they always belong to a player. City walls obviously belong to the owner of the city. But these appear to belong to no one. So does the first person there get ownership of the walls so that you can then prevent enemies from LEAVING the walled in area as much as someone inside can prevent armies from ENTERING the walled area? It would certainly appear the walls can be used in both directions even if the graphics don't make it look that way.
My point is I don't see what they are going to add game play wise that is going to make any sense given we already have towers, city walls etc in the game and well defined rules for how those work.
They really seem FAR better suited for:
1) A new map type that would feature ONLY zoomed in terrain with actual individual units where 1 city would be dozens/hundreds of squares and you could see individual buildings, streets etc.
2) You intended add a new feature of tactical combat instead of the current auto combat. There is a game called Age of Wonders that is a Warlords clone that featured turn based map play like Warlords and had tactical combat that zoomed into the level of detail like those walls show where cities were surrounded by walls and units had to break through with siege equipment/climb/fly over. The 2nd in the series called Age of Wonders-Shadow Magic is still very popular and well done. Tactical combat might be something that could eventually be added for Simultaneous games.
KGB