Post by Gmr Leon on Oct 25, 2014 21:41:44 GMT
Here's a curious thought, I've mentioned before fragments of observations that the game seems to want to adopt some of Civilization's elements while retaining its active (I know, a joke right now) RTS elements. In thinking on that a little more, it occurs to me that perhaps the biggest obstacle to this approach is the limited scope of the maps. Let's take an example of a few good 4X/RTS hybrids.
The Total War series, zooms you straight out, gives you an overview of the world to work with and reduces the hardware strain of trying to simulate your citizenry and troops in the process. However, once it comes to battle, you get the opportunity to dive right into the tactical play and gore of it all. While it's stumbled here and there in some of its titles, the series has otherwise retained a positive reputation amongst gamers.
Sins of a Solar Empire, perhaps even better than the Total War games, it has you actively going from macro to micro from an extremely zoomed out perspective, with a randomly generated overworld view of your solar system(s). Similar to the Total War series, this game and its expansions generally have a great reputation, and it performs remarkably well for a game that keeps troops and traders all operating in the same, cohesive instance without switching from overworld to battles, as the Total War games do.
Provided these examples, I think an interesting approach could be to mold the worlds at first, but to eventually zoom out reducing them to their own tiles/nations as you go to settle other sets of worlds carrying over the resources from your other developed nations/planets. This almost sounds in line with how I've considered Hubworld going, but I think it would apply equally well to single-player. However, the pacing would need to be readjusted to better acknowledge this development of civilizations for the conquest of other planets.
Basically, if you're familiar with Sins of a Solar Empire, you start with a single planet, you spend some time there developing it, conducting research, beginning construction of small fleets, then gradually expand to other planets until eventually you're smoothly zipping in and out of worlds setting them to upgrade or build orbital infrastructure, construct local fleets to keep the system borders guarded and so on. Applied to Godus, you'd start with a single set of worlds, spend time developing them, advancing your civilization through time, beginning training of armies, then expanding to new sets of worlds to conquer/colonize.
Another very apt example of this is Reprisal, it does just this, without the overarching resource system but overarching power progression, and allows for more nonlinear expansion to other sets of worlds. Also, to avoid some of them becoming disposable, the developer introduced the idea of Genesis worlds that recover from your intervention, allowing you to revisit and play them again if you wish, a similar concept to what I've recommended here in the form of follower insurrection or tribal recovery and incursion into your worlds.
The Total War series, zooms you straight out, gives you an overview of the world to work with and reduces the hardware strain of trying to simulate your citizenry and troops in the process. However, once it comes to battle, you get the opportunity to dive right into the tactical play and gore of it all. While it's stumbled here and there in some of its titles, the series has otherwise retained a positive reputation amongst gamers.
Sins of a Solar Empire, perhaps even better than the Total War games, it has you actively going from macro to micro from an extremely zoomed out perspective, with a randomly generated overworld view of your solar system(s). Similar to the Total War series, this game and its expansions generally have a great reputation, and it performs remarkably well for a game that keeps troops and traders all operating in the same, cohesive instance without switching from overworld to battles, as the Total War games do.
Provided these examples, I think an interesting approach could be to mold the worlds at first, but to eventually zoom out reducing them to their own tiles/nations as you go to settle other sets of worlds carrying over the resources from your other developed nations/planets. This almost sounds in line with how I've considered Hubworld going, but I think it would apply equally well to single-player. However, the pacing would need to be readjusted to better acknowledge this development of civilizations for the conquest of other planets.
Basically, if you're familiar with Sins of a Solar Empire, you start with a single planet, you spend some time there developing it, conducting research, beginning construction of small fleets, then gradually expand to other planets until eventually you're smoothly zipping in and out of worlds setting them to upgrade or build orbital infrastructure, construct local fleets to keep the system borders guarded and so on. Applied to Godus, you'd start with a single set of worlds, spend time developing them, advancing your civilization through time, beginning training of armies, then expanding to new sets of worlds to conquer/colonize.
Another very apt example of this is Reprisal, it does just this, without the overarching resource system but overarching power progression, and allows for more nonlinear expansion to other sets of worlds. Also, to avoid some of them becoming disposable, the developer introduced the idea of Genesis worlds that recover from your intervention, allowing you to revisit and play them again if you wish, a similar concept to what I've recommended here in the form of follower insurrection or tribal recovery and incursion into your worlds.