The point here is, why do I need to build something on my Shard to channel from it? Why cant i just sit on top of it and then use its power? Why cant my Sov go to a lost library and start a research by himself? This concept can be applied to all kind of resources in the game.
Lost Library - As I said, why cant your sov go and start a research for himself. Of course we ll need to unlock tech requirements to improve the research level, but it could start as 1. We could as well have another tech that gives us X research points everytime we enter a new library, could have multiple levels as well. Thw npcs could have the scholaradvantage and gain more researchpoints when on a library. This will make exploring instead of basing more viable from the researching viewpoint.
Hidden Temple - When inside a temple you regenerate mana faster. Can be researched trought the adventure techtree and have multiple levels like, Meditation (+1 mana) and advanced Meditation (+2 mana).
Shards - Your Sov could simply go on top of any shard and channel directly from it, this may require a tech from the quest techtree. This could make the game more adaptable since you dont need to build a base to gain acess to resources. This will make more shard combinations possible.
And so on - This can be applied to anything
The good things about this idea - As you see this system can be applied to any resource that is on the game, its very flexible. It will also make the game more fluid since it will favours exploration instead of the guys that stay sitted on their bases. They will have to defend the resources to prevent the enemies from using them. This idea will also provide a great oportunity to make adventure techtree more deep. This could be a way to balance the game for the "Adventring Guys" without having to cripple the "Civilization guys". This will make building bases less necessary. I think it wont require many engeneering hours to make it work.
Note - This will make weak guys much more powerfull, since guerrilla will have a much greater effect on the game, but this could be managed into a good way. You could balance it to help preventing the steamroller effect.
The bad side of this is that you'll have to spend units defending your resources, at least the more important ones, what is annoying but very realistic.
I came up with it when was thinking a way to win without building a base, only trough adventuring. Then people said it was a good idea so i made its own post.
So i ask you, EWoM community, what do you think about it? Its a good or bad idea? Were can it be improved?
See you guys.
Really love this.
This gives you a lot more choices in the beginning. This adds a lot for sovereigns that are out adventuring. Do I keep exploring or do I sit in that lost library until I get that important tech?
Great idea.
I disagree, I don't think we really want to be encouraging the Sov to hang out in map objects, rather than exploring or being in a city.
Think of this.
You are atacking an enemy base with your sov and troops, both got an equivalent army but you have better spells. Then your oponent attack your guys with a second army quickly raised with some ranged sumons and npcs (that will teleport back). He cant win, just harass. If you lose any unit it will make harder to win the next battle, so you use some spells. Kill all the stuff, and got no mana left. So you go back to your far far far base and wait for mana, no. There is a hidden temple inside that forest, i got Advanced meditation so i have to wait only 3 turns until i can cast my Doom spell and destroy everything again and win.
The same thing could happen in this other situation.
We are near the oponents base, your troops are ready to launch the assault, but you arent. Still waiting the 2 turns to research the doom spell that destroys everything. Your enemy is lurking inside the base conjuring a fire giant that will kick your spiders ass in 2 turns too. But wait, you need only 2 more spellpoints to get the spell in 1 turn and still left some moves. So you go tho the next lost library and hit end turn. You get the spell thanks to your npc with sagemaster skill (+2 spellpoints research) and win the game.
As you see its useful in a lot diferent situations. Think of conjuring a fire demon using the shard in front of your enemy base since you didnt got none. It gots almost infinite possibilities. And as it says possibilities doesnt force no one into something, its a choice. It will make the game even more RPG in my opinion.
I think the little bonus when you enter a building for the first time, like +1 mana or research(upgradable trough adventuring techtree) when in a temple or library will encourage exploration a lot. And will improve gthe gameplay since you have to wait less during the begin when you are weak. This ideas will sure improve the early gameplay.
I think that it could be extended to the npcs too, since they got the specific trait (a great oportunity to get the npcs a little complexity), so the people who wants to lurk in the base could do it as well.
Just to repeat what I said in the old thread, I agree with the OP's idea. It gives you more to fight over than just cities, makes warfare more interesting - imagine needing a fire shard to cast your uber spell of doom on your enemies, and luckily enough, there's one right next to your opponent's city. Sure it'd be better if you had the shard in your own territory, in order to rain doom upon your enemies from afar - but lacking your own shard, instead you can march into enemy territory and risk your sovereign casting the spell directly from the enemy shard, as the enemy naturally tries to stop you, resulting in a battle over the shard itself. It puts more emphasis on actively defending your territory (and its resources), rather than just piling up an army in your city and waiting or beelining for the enemy city.
Also creates interesting choices earlier on, say you discover an ancient library, now you have to choose between leaving your sovereign there to generate research, or taking the risk to continue exploring and potentially discover something more valuable. Especially considering that it takes research to unlock higher level exploring/questing/etc (i.e. research the adventuring techs), there should be a way to generate research purely through adventuring - exploring ruins should make you better at exploring ruins, makes sense no? And more choices are good anyway, especially in the early game.
I really like the ideas proposed. It would definitely add some more depth to the strategy, specifically in the territory area beyond where should I plunk my city.
Yeah, that actually sounds like a good idea. It does add new elements in the game, and I like the whole idea of factoring the use of these points in in homeland defence as well as in guerrilla warfare. Just adding in these abilities would add a whole new layer of tactical depth to the game.
actualy im not a computer game designer so i dont havy any ideia about the time needed to implement such idea in the game... but i saw some people here in the forum that has some knowledge on this stuff. Does anyone knows in how many time it could be done to fit in the game?
Some resources already work this way in Beta 4, if they are in your territory. I don't know if it makes sense to allow wilderness resources to benefit anyone as it would imbalance the current city structure. Best of luck on trying to mod this in though, I'd like to see how it works.
i just thought that applied correctly this concepts could help balancing the game towards the adventure guys. I think that adventure and diplomacy techtrees have lots of needs and still have a lot of room to grow, so its an oportunity to do it.
I really like this idea. Especially if it means you could militarily control resources in the opponents area of influence. I don't see why military might can't trump this mysterious passive 'influence' blanket that cities put out...
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