Hello Stardock, thanks for the opportunity to play in this beta release. Overall this game has some great strengths and potential, but also some real weaknesses. I’ve been playing for about the past two weeks, and have some definite opinions how the game could be improved. I'll focus on one particular issue here, though, and that's monster or creature units.
One of the things I felt let down on is how quickly monsters are exterminated from this fantasy game. They are essentially like the barbarian villages in civilization. They exist early game, are quickly wiped out, and almost never seen again. The rest of the game then centers on pony battles between factions, as if we were playing civilization, yet limited only to building "knight" units.
It would be great to see monsters become an evolving threat. Not so easily wiped out early game. Becoming more dangerous as the game evolves, and sometimes even being recruitable as a troop unit, to supplement our late game pony armies with lichs, undead soldiers, demons/angels, and elementals.
To that end, here's some suggestions:
1. Monster lairs should level up, and produce stronger units as the game goes on.
2. Barriers to destroying monster lairs
3. Monster Lairs as strategic resource for Creature unit Recruitment
4. Don't tie loot to destroying monster lairs.
6. Allow upgrades for recruitable units that use items
Some nice ideas here. Especially the upgrade-able recruits.
Some really great ideas in there for sure.
Its really just horrible how badly recruitable monsters are implemented in the game. With just a few fixes they could make the game so much funner, instead they are a drain on resources and fun!
Indeed, cannot stress how much I agree with this. Your monster lair protection system seems inspired! While the Wildlands help a little the rewards given for beating them are depressing. Usually just a special 3 shard or decent to good (far from great) building land. Why does defeating a Wildland erase it for mediocre land? It would be so awesome if some at least allowed acess to recruitable monsters like wildling/darkling riders/shamans or Stone Golems(Imperium).
Ever since FE was released, wildlands have existed in a kind of almost but not quite finished state.
This is really needed if lairs are ever to be worth building.
I think tech would work better myself. If monsters were available earlier and upgraded with a late game tech (Ogre- Bone Ogre, not 2 levels) they would be an awesome addition to the game.
Stardock please consider some of these suggestions
Oh my goodness, I love almost every single thing in this post. Your idea of how to defend monster lairs from being just looted and forgotten is my favorite! for sure, such excellent suggestions.
I would love to see some of these implemented. They are great ideas and would really give a more dangerous feeling to the world.
#1, great idea.
#2, also a great idea. That could add potentially new reasons to grow in a certain direction to get rid of a particular nasty lair.
#3, I'm not as sure on this one. I haven't really explored monster creatures yet.
#4, yes!
#5 and #6, same as 3. Haven't really gone that route yet.
A simple word on Modding, I know having it in the core game is the goal, but for those that want a hand at a few mods here I will tell you that
#1 can be easily implemented. In fact, it is already in game. For example, a troll camp will upgrade to a scary camp in 60 - 120 turns in to the game.
#2 I'm not sure if this can be modded, although similar things might be able to be implemented. I'm going to present an experiment on this in the near future.
#3 Can be accomplished with random events, just make the quest. Also, mercenary camps and such are the same entity and may provide the groundwork to do this particular element.
#4 I'm going to present an experiment on this in the near future...
#5 again on may also implement this with building structures. Something we have the tools for already.
#6 Can be done in the current system. Just takes some time to get it working, but can be done.
All these are reasonable suggestions, and if nobody is willing to take on these modding projects, well then they may just sit as ideas. I've already had ideas, that coincide with #2 and #4 (just saw this post) and if the expeirements I do work, you'll be seeing a much more dangerous monster world. Heavenfall can confirm most of the ideas here are a simple addition to the game (#3 done properly though, would be a little difficult, but I think can be done).
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