Generals are far too much like assassins in my opinion except for the fact that they can have their own personal minions.
Something has to be done to make them less like assassins, post your ideas on how to do this hear.
First thing that jumps to my mind is more passive abilities, more auras.|||1) Weaken Generals in direct combat (health, damage, and abilities)
2) Allow Generals to make more creeps
3) Give Generals passive/aura/buff spells.|||Gnats3|||ppipp|||It would be nice to have Generals actually have an RTS interface (something like Supcom's one) so they can properly control their minions. Because yeah, atm the only real difference between an Assassin and a General is that some minions occasionally spawn near Generals.|||minions are also awkward, do they auto attack or do you have to give them orders?|||They auto-attack, they're also so weak and numerous that it's usually a complete waste of time to try ordering them.|||was hoping they did otherwise i've been wasting my money...
but there needs to be a lot more importance on auras and hanging back just behind the front lines, more influence on grunts and minions and less on combat.|||to let Generals stay within eye-shot of the front, but not in it, maybe what auras they do have should have their ranges buffed.
the problem is though, do we want to make Generals kiting-only units or not?|||That's also the problem : all the generals got the same units.
Will be nice to have differents types for each : for the Oak, strong close combats units, for the dracula-like (sorry didnt play enough to remember his name) more hit & run units, ...
Like aurora - mantis differences :)
The first time I've tried the new beta, I choose the Oak, and first thing I've tried was to "right clic" a spawn gate to take control.. Hmmm nothing... Stay close to gain control ? ... "nothing".. Ok, great, it's just a assassin with a ressurect spell. Dissapointed.|||Ze_PilOt|||I think he means controlling the units that come out of the gate so they aren't just cannonfodder but can actually make a difference.|||Lifekatana|||Thats what I said...|||I meant controlling production, not actually controlling the units.|||Same difference.|||No, I wanted to take control of the units spawning at the gate (by taking it - like a flag. Seems logical ?). That's the point of being general, no ?
And be able to change production or control more gates with a upgrade...|||That was really how I wanted the game :
- Assassin working on the field, killing stuffs
- General in base, working on the citadel, defenses, and minions
So generals and assassins can work together but differently, with a true RTS feeling..|||I think the biggest issue is that we don't "BUILD" units.
In every RTS, we know that time is important. We often trade time for a more powerful unit, or trade power for faster completion of several weak units.
In chat, we often speak of this game ender, and another would jump into the conversation saying "you deserve to lose if you let them build a [insert game ender]!!!11!1!!!".
If demigod fail to make time an important property for generals, it will simply never be a RTS.|||well put.
after all, the genre is real-time strategy.|||I prefer fake-time strategy though :p|||Ze_PilOt|||I don't think they ever billed this game as an RTS. Having expectations for that time component is not necessary for DG to succeed as a game. We all know it's been described as an RPG/RTS hybrid with inspiration taken from DOTA on the action RPG side, and Generals being the RTS element. Just because we don't have that same time concern does not mean its void of RTS elements, and I don't know what is meant by the"real-time strategy" comment. There is nothing turned based about this game.
Having said that, if they did want to add such a time component, the only way I see it making sense is through unit micro and base upgrading. Ze_Pilot described his ideal vision of Generals as being able to take control of their sides portal(s) and thus command the minions that pour out, while also focusing on defending and upgrading their base. I agree with this. As fun as Generals are in their current form, this would be much more enjoyable. Their role would be much better defined and differentiated from Assassins, and it puts the general in a position of having to decide whether to split his attention in multiple areas or focus in one spot.
At no point do I want traditional RTS concepts such as building introduced to this game. I think it would ruin the design. Commanding minions and base upgrading should be the extent of the RTS element.|||the thing with commanding minions is once you are able to you will hold back behind your line of towers and so is your opponent so something like the following has to be done
There are multiple paths on each map correct, if the generals could influence which paths the minions took it would work.|||smith
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