Quote:
Arralen said:
Actually, I think, you meant the system of tactical battles and narrative campaign like Age of Wonders etc. have it. Obviously, DOM has the tactical battle (as replay only) AND the 'campaign' part, which is the strategic part which is done by the player (and not pre-scripted narrative). So everything you want is already there:
Use ..
- big map with >50 provinces per player (maybe give them even a handful of starting prov)
- very difficult research (maybe mod all mages to give less research points
- indie-9 setting
- large (15 entries) Hall of Fame
- players who can come up with some story about their nation and pretender
Then have all players send in-game messages (roleplaying-wise, not necessarily technical) and write down what happens every turn .. voila .. 250-turn campaign in the works.
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This is the spirit of what I meant.
some related items might be
- scripted events. (including messages, recieve money/gems, receive armies etc).
- Maps could be biased towards certain scales.
- No/less magic mode, in which mages/spells take a secondary role. (imagine a "time of troubles" lasting for the first 30 turns...)
- Allow for fixed predetermined alliances. (And allied victory). Now I'm not opening the door to a diplomacy request. Just suggesting a mode in which two nations can't attack each other.
@Gandalf,
I'm playing shepherds now. It's actually what's got me started thinking in this direction.
I agree it's a campaign (and a damn good one at that).
My suggestion is that the game will enable to take that one step further.
For example, scripted events in shepherds map could have enhanced the epic atmosphere.