![]() ![]() This could still work in a skirmish but then the world map would be smaller and you can always see where other players castles and armies are. Building your castles on a seperate map and then having a world map in wich your armies move and look for other players. Kingdom wars has a mechanic wich would be awsome for stronghold. All this to create the gameplay that if one siege failes, the sieged player will now get his counterattack and siege the other player. Possible also numbering the number of attacks a catapult or trebuchet has so it's alot more stragtegic what they attack. The way how sieges work should much more create a gameplay in wich if a player starts a siege and he can't manage to kill the lord in a given time (prefer a resource supply timer rather then a metric timer something would food rations or so) his siege has failed. The castle itself could still have some economy but the castle should be alot more about defences. What i think they should do is implement a mechanic wich keeps the good economic gameplay but take it away from the castle and relativly protected. The villages however could have there eco like we know it in stronghold and the castles could have there honour eco like the lord's kitchen and lady's dances and creation of high level soldiers like knights and crossbowmen. ![]() How they worked there made the winning hand even more impossible to overthrow wich resulted often in a player givving up ending all siege gameplay alltogether. ![]() The villages have been seen in stronghold 2 and stronghold legends but they did not fare well. Having flag bearers and musicians really could turn the atmosphere around! However firefly is quite a small studio so this would really be to much. Those are sent to the owner of the village. Why not introduce different sectors with villages? Every village produces men and resources. Firing in fog is difficult, heat harms units with heavy armour etc. Climate/weather could have an effect on units. Units should be influenced by stamina and morale. Introduce good combat mechanics and animations. Let us create formations with an officer, a standard bearer and some kind of musician. Cossacks II was quite progressive for its time and contained many good ideas. Originally posted by Destin Faroda:What I would love to see is a modern Vulkan game with modern RTS mechanics. Here is an example, as Matt tries to move his soldiers to the enemies' backlane but meets resistance : The economy is slightly deeper (from a quality of life point of view at least) since you can manage each type of food individually.Īlthough the mechanics are the same, the new collision system will make it more interesting : no more 20 units attacking a single one at the same time, you can actually make frontline and use chockpoint to block an army, they won't be able to get through if there are enemies in their path. I like Darkest Dungeon, but I don't want it as a strategy game it would ruin the "strategy" aspect as even if you plan your best, a bad RNG can screw you over. RNG can be good in some aspects of a strategy game (like the rocket launcher's aim that isn't 100% reliable), but only at some extend. Also, attacking a castle is already hard in stronghold games, let's not make it even more frustrating. I don't want either my 40 gold armored swordman to get one-shoted by a (multiple) 4 gold tribeman that doesn't even need a weapon to produce. If archer can get one-shot kills, what is the point of producing slow and expensive armored units ? Everyone would just produce archer only so you have a chance for each of them to do a critical hit. They kill fairly quickly the lightly armored units, but struggle against heavily armored ones, and slowly drain there health while you should use other melee units or traps to keep them under fire. I thought you could do something more, nostalgic feelings are not enough for me.Īrcher and crossbowen were kind of OP in the other titles (if you take into account that you could just put them all in the biggest tower). We need more! Old game design choices are not enough for a modern player. In conclusion, i would say it is a good game but it's just the same stronghold but with a 2020 skin. more in depth economy and castle management, it is the same of 15 years ago i would upgrade the combat system, RTS games in 2020 are part of a dead genre that must evolve, on my opinion you should add a realistic combat with animations finishes, realistic hp and realistic distance combat (heavy armors can dodge arrows, but a luck shot can kill a well armored soldier) 3013490301490 arrows for 1 kill is a old design choice that should be changed, let put some realism in the game I think Firefly should do more than this, but i know that is too late now. Stronghold was my first strategy game and i used to love the franchise, but let me say that this is just a Stronghold 2 skin with some crusader mechanics. ![]()
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