01-05-2008, 02:23 AM
IDEAS AND PLANS
Multi-Level maps:
There will be three levels of maps in the World of Aein.
You will have the first which is what most strategy games are based on; and that is outside terrain. This will consist of mountains, rivers, lakes, grass lands, forests, deserts, oceans etc.
Depending on the location, the cities will have to deal with different weather affects. Their resources will generally be average, differing slightly from each location.
The second will be underground. There will be a series of cavernous openings where players can enter the Krizmn deeps. Cities beneath the planet will be able to raise giant spiders and use them as mounts. They will also gain bonuses with mining resources and penalties with others if able to produce at all. Their cities will be protected from adverse weather affects.
The third will be the skies, or otherwise known as The Silhouette Heights. There will be many small floating islands in the sky. These are only reachable through dragon transports or airships. These magnificent sky gardens will be lush and fruitful for the cities that are able to develop there. This level also be protected from weather affects, but very difficult to reach.
*Comments: I wanted to give the game a slightly different feel than most strategy games. Having the multiple layers of maps will prove to be trickier for war. Players will tend to master only some of the units and tactics during each era(1-3 months long).
Units:
Soldiers will be the primary unit that is most commonly seen on the battlefield. They will cheap to train. Barracks will be needed to produce them. Their attacks will depend on the general's war stat, skills, and which tactic they which to use.
Sages will be the utility power of the game. Unlike most styles, they will not be firing constant fireballs and devastating enemies using mana or mp. Instead they will aid generals in using different skills in many different areas. This may be assessing an enemy's army, helping produce a bountiful crop, giving advice, and much more. Arcaneums are needed to produce sages.
Monks will be a completely unique unit. During the game, players can decide to worship a god or goddess. Also, whenever a city is created; that city will also worship the god or goddess that the character has chosen. Depending on which god or goddess and how many monks the player has in either the city or the army, mysterious blessings and bonuses will occur at random. There is no direct action to cause these affects to work; it is purely "mysterious". If a player takes over a city from a different player and that city does not worship their deity. The player will be forced to convert the city, otherwise until that time comes; the city they have taken will have a much lowered morale and production much less. Monks are produced through temples.
Transport Units:
Horses are the most common. When an army contains 1 horse for every 2 units, that army will be able to move using less action points every tick. Also, different skills will require other ratios to perform certain tactics in battle. If an army loses too many horses, their tactics thus will be hindered. Stables will produce horses.
Boats will be used for any water travel; whether it is lakes, streams, or oceans. It will require 1 boat for every 100 units(includes horses). If an army is moving on land with boats, they will be required more action points to move. Boats will be crucial for any island nation or tactics in the water. Docks will produce boats and the city must be directly next to a water tile.
Giant Spiders are used in the majority of underground travel. Players will be required to have 1 giant spider for every 1 unit. Giant spiders are much slower than horses, but allow armies to move at normal speed underground. Horses on the other hand will have an extremely difficult time. Outdoors, giant spiders will move at normal speed also. On top of this, they will provide soldiers with an additional attack bonus and open up some unique skills. Stables underground will produce them.
Air Ships are the creations of a city with high tech levels. Though very expensive and difficult to make, these floating machines will carry 50 units for every 1 air ship. Players will be able to fly over all terrain and move directly up a level to the floating islands. In the world of Aein, this is their highest level of technology. However they cannot fight while in the air and must land every time they wish to attack. Work shops produce air ships.
*Comments: I am still undecided about splitting soldiers up into different types. I was considering having archers, knights, etc. With enough skills and tactics it may not be needed.
Any comments or ideas?
Multi-Level maps:
There will be three levels of maps in the World of Aein.
You will have the first which is what most strategy games are based on; and that is outside terrain. This will consist of mountains, rivers, lakes, grass lands, forests, deserts, oceans etc.
Depending on the location, the cities will have to deal with different weather affects. Their resources will generally be average, differing slightly from each location.
The second will be underground. There will be a series of cavernous openings where players can enter the Krizmn deeps. Cities beneath the planet will be able to raise giant spiders and use them as mounts. They will also gain bonuses with mining resources and penalties with others if able to produce at all. Their cities will be protected from adverse weather affects.
The third will be the skies, or otherwise known as The Silhouette Heights. There will be many small floating islands in the sky. These are only reachable through dragon transports or airships. These magnificent sky gardens will be lush and fruitful for the cities that are able to develop there. This level also be protected from weather affects, but very difficult to reach.
*Comments: I wanted to give the game a slightly different feel than most strategy games. Having the multiple layers of maps will prove to be trickier for war. Players will tend to master only some of the units and tactics during each era(1-3 months long).
Units:
Soldiers will be the primary unit that is most commonly seen on the battlefield. They will cheap to train. Barracks will be needed to produce them. Their attacks will depend on the general's war stat, skills, and which tactic they which to use.
Sages will be the utility power of the game. Unlike most styles, they will not be firing constant fireballs and devastating enemies using mana or mp. Instead they will aid generals in using different skills in many different areas. This may be assessing an enemy's army, helping produce a bountiful crop, giving advice, and much more. Arcaneums are needed to produce sages.
Monks will be a completely unique unit. During the game, players can decide to worship a god or goddess. Also, whenever a city is created; that city will also worship the god or goddess that the character has chosen. Depending on which god or goddess and how many monks the player has in either the city or the army, mysterious blessings and bonuses will occur at random. There is no direct action to cause these affects to work; it is purely "mysterious". If a player takes over a city from a different player and that city does not worship their deity. The player will be forced to convert the city, otherwise until that time comes; the city they have taken will have a much lowered morale and production much less. Monks are produced through temples.
Transport Units:
Horses are the most common. When an army contains 1 horse for every 2 units, that army will be able to move using less action points every tick. Also, different skills will require other ratios to perform certain tactics in battle. If an army loses too many horses, their tactics thus will be hindered. Stables will produce horses.
Boats will be used for any water travel; whether it is lakes, streams, or oceans. It will require 1 boat for every 100 units(includes horses). If an army is moving on land with boats, they will be required more action points to move. Boats will be crucial for any island nation or tactics in the water. Docks will produce boats and the city must be directly next to a water tile.
Giant Spiders are used in the majority of underground travel. Players will be required to have 1 giant spider for every 1 unit. Giant spiders are much slower than horses, but allow armies to move at normal speed underground. Horses on the other hand will have an extremely difficult time. Outdoors, giant spiders will move at normal speed also. On top of this, they will provide soldiers with an additional attack bonus and open up some unique skills. Stables underground will produce them.
Air Ships are the creations of a city with high tech levels. Though very expensive and difficult to make, these floating machines will carry 50 units for every 1 air ship. Players will be able to fly over all terrain and move directly up a level to the floating islands. In the world of Aein, this is their highest level of technology. However they cannot fight while in the air and must land every time they wish to attack. Work shops produce air ships.
*Comments: I am still undecided about splitting soldiers up into different types. I was considering having archers, knights, etc. With enough skills and tactics it may not be needed.
Any comments or ideas?