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  #21  
Old December 2nd, 2006, 12:54 PM

SoaviFox SoaviFox is offline
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Default Re: Dungeons in Dom3

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HoneyBadger said:
You know, the designers have mentioned more than once the possibility of them doing a role-playing game based on Dominions. Wouldn't it be something if they elaborated on the dungeons and other concepts already in the game to the point where you had a fully functioning role-playing game inside of Dom3?
That would be a lot like the Heros of Might and Magic series in so far as role playing elements insdie of a tactical war game.
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  #22  
Old December 3rd, 2006, 02:22 AM

Frostmourne27 Frostmourne27 is offline
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Default Re: Dungeons in Dom3

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SoaviFox said:
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HoneyBadger said:
You know, the designers have mentioned more than once the possibility of them doing a role-playing game based on Dominions. Wouldn't it be something if they elaborated on the dungeons and other concepts already in the game to the point where you had a fully functioning role-playing game inside of Dom3?
That would be a lot like the Heros of Might and Magic series in so far as role playing elements insdie of a tactical war game.

Except that if Illwinter did it, we might even have a playable game. (Ok, Might and Magic is fine. Nival is not - Heroes 5 was one of the most worthless turnbased games I've ever bought)

Actually, I had heard about this too. Isn't it mentioned in one of the dev diaries? I had thought the idea was to make a second game though.

A dungeon map could be done for Dom3 though - that might be fun. It'd probably have to have an attached mod file too, but w/e. You could do it so the starting player gets to build a group of characters and move them through a complex 'dungeon' which would actually be separate provinces with unique and interesting defenders. Too bad there aren't more map making commands, like battle orders and spells researched.
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  #23  
Old December 3rd, 2006, 03:34 AM
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HoneyBadger HoneyBadger is offline
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Default Re: Dungeons in Dom3

the idea I think is to make a second game based on Dominions, but what I'm thinking is a second game within Dominions It would best be done in a way that allowed a smooth translation from turn-based to rpg, so the commander you put in your dungeon-site would have a strong effect on the rpg, either overseeing the effort/support system and probably leading the party, or just the commander and no party. Either would be fine with me, although I think it would be interesting if logistics and management/strategy were a vital part of the process, so that you have a kind of "archaeological dig" in the modern sense, only you have to worry about creatures and traps and getting dropped in the Inferno, not to mention your "dig" being overrun by the other Nations ala Raiders of the Lost Ark. The whole thing could be done in stages, instead of running madcap into a dungeon and attacking it like you would a fortification, you'd be presented problems at each stage-one month you have to deal with a magical lock, the next month with a powerful Cthonic demon and his followers who have been trapped down there for millenia, the third month you have to do maintenance/repair on the dungeon, shoring up the walls and bypassing a waterdamaged wall that just might be a deadly watertrap. I think it could end up with a "feel" somewhere between Indiana Jones and the X-files, combined ofcourse with a Roguetype, while still being a strategy-based, methodical process who's results might easily impact the greater game.
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