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King`s Bounty: Warriors of the North Next game in the award-winning King’s Bounty series

 
 
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Old 08-01-2012, 08:31 PM
Sirlancelot's Avatar
Sirlancelot Sirlancelot is offline
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Join Date: May 2011
Posts: 291
Default Features request for Warriors of the North and KB saga in general

I think the followings features would benefit the whole KB saga:

Prelude:

Generally and conceptually speaking, it would be really interesting to increase the unpredictability factor of the game, specially, the related with the difficulty. Such change would lead to a more compelling experience to those who want to be kept to their toes and worried about menaces, while at the same time enchance replayability.

No more "no casualties" runs, but actually the opposite: a real chance to lose, a real chance to be forced to play against truly superior armies from time to time, a real chance to obligate you to think twice before doing a movement, a real chance to need to take care about money and other resources.

How would I go for it?

I got the ideas from the randomization of the weapons location KB standard feature.

1. Every time the player approachs OR, if you prefer, every time the maps are loaded (every time you arrive wherever for the first time) , potentially (% of) increase the speed of every enemy unit on the area for a random value.

Also, every time the player approachs, the enemy gets a chance to make an unexpected sprint to catch him/her.


For example:
Area A: contains undead, worms and dragons groups. Dices are rolled and both the undead and the worms groups get their base speed boosted, the former by 125% and the later by 100%, while dragons speed remains the same.

The player enters the undead zone of influence, conclude such opponent is stronger and decides to try to avoid combat without being forced to retreat: even with the speed boost, undead cannot reach his/her position and they don't get a sprint opportunity: the player succeds to follow his/her path without fighting.

Then, he/she enters the worms domain and and try to repeat the same maneuver: worms are not quick enough, but they get a sprint. However, the player finally changes his/her mind, decide to retreat and saves the day.

Some time later he/she returns to the area, and this time go straight to the dragons area of influence to reach some appealing spot: the dragons get a sprint and catch him, yet lose. Then the player plays around the undead group surrondings and get catched again through another unexpected sprint.

2. From time to time, potentially (% of) increase or decrease for a random value the number of some of the enemy units on the area. Sometimes this would lead to reduce or raise the difficulty of the affected area and as such, encourage the player to adopt different strategies depending on his/her game style.

3. From random time to time, as soon as the player enters an area, potentially (% of) add or remove/empty some rewards/appealing spots to/from it. This would encourage players to go after interesting things right after they see them. In addition, would make already visited and plunged areas intriguing to replay.

Obviously the chance to add things should be very low or not be checked very often, otherwise the player would just always behave in a speculative way all the time.

4. As Fatt_Shade suggested AI improvements would also help

5. Nerf/adjust/remove the overpowered spells, spell combos and skills.

Last edited by Sirlancelot; 08-05-2012 at 09:33 PM.
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