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Post by hardly on Jan 30, 2015 3:48:07 GMT
I am toying with the idea of having powers only cast-able within a small aoe generated by a weak 'priest' type follower. And/Or Introducing a special enemy type that generates an anti-power aoe. What would the advantages and disadvantages be to either approach? Discuss Priest would be interesting if it was a challenge to protect him. Not sure that would work though. It really depends how real time you want combat to be. It would be quite funny if your priest had a staff that he gestured with and it did nothing but if you empowered it his gestures would start throwing lightening for a short period of time.
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Post by hardly on Jan 30, 2015 5:53:06 GMT
Any feature needs a choice with an opportunity cost to make it interesting. So I have this 'powerful' priest unit that allows me to do something that will turn battles.
Right so is the priest rare, say I can only have one of them at a time. If scarcity makes them interesting then you need to create situations where I want them in two places at once, is there a strategic decision?
You said he was weak. Therefore I need to protect him so he lives long enough for me to win the battle. Will your combat mechanics offer strategic battle choices that enable me to do this? Or will I feel like I don't have enough control to protect my priest. If protecting him isn't a fun challenge then there is no point having a vulnerable but important unit.
Is he expensive? Is there a challenge to get the resources to produce him? Is there an interesting opportunity cost?
The initial idea has potential but its what you do behind it that will make it interesting.
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Post by Spiderweb on Jan 30, 2015 6:32:07 GMT
I am toying with the idea of having powers only cast-able within a small aoe generated by a weak 'priest' type follower. And/Or Introducing a special enemy type that generates an anti-power aoe. What would the advantages and disadvantages be to either approach? Discuss If you do it like the shaman in populous the beginning (PTB) would be great. But you should absolutely only command one at a time. Also if possible he should be able to capture a building, and convert peaceful followers (again PTB had special follower other than the shaman to do this but priest could do that too)! That godly choice everyone wants! (Enemy should be aggressive depending on how unhappy they are) I think the happiness bar should really indicate passiveness/aggressiveness . I guess if we have this priest the enemy should have something similar to us for balance. In this scenario we could end up with a win/loss state (great!) but will we have homeworld (as a safe zone?). I guess my question is are we looking at new worlds (understand if you don't want to say). Here is an example: 1 Rivals send a priest and start converting your followers they stay happy but if converted break down there abode and go join the rivals; - 1a You squish/kill the rival priest to stop him. goto 2
- 1b You send priest who forces priest to return home goto 1
- 1c Go offensive goto 4
2 The rivals become more aggressive, send another priest with protection soldiers and a Belief shield. Continues converting; - 2a You send soldier/your own priest and kill them they become more aggressive goto 3
- 2b send just your priest and cast non fatal God power drive them away goto 1
- 2c Go offensive goto 4
- 2d do nothing goto 2
3 They send small army this time to destroy. Use powers to; - 3a kill goto 3 (repeat)
- 3b passive powers make rivals less angry-after conflict goto 2
- 3c do nothing goto 3 (repeat)
.4 send priest to enemy in depending on their aggression goto reverse corresponding aggression.
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Post by morsealworth on Jan 30, 2015 7:27:22 GMT
Well, if you use the influence system from B&W and include those Priests as sources of Influence/anti-influence, that would be nearly perfect. Obvious downside is priest's high importance so it should be treated accordingly.
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Casinha
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Post by Casinha on Jan 30, 2015 10:49:12 GMT
I am toying with the idea of having powers only cast-able within a small aoe generated by a weak 'priest' type follower. And/Or Introducing a special enemy type that generates an anti-power aoe. What would the advantages and disadvantages be to either approach? Discuss Given that you've named the priest and not the other unit type, I'm going to use the term "Heretic" for the purpose of this post. Not a suggestion for a name or anything (given that technically all opposing followers would be heretics), it's just to clarify my following post. Priest AoE Benefits:- Restricts the usage of powers in combat, which as has already been established are rather overpowered.
- A new follower type adds flavour to the game, especially if it has uses outside of combat.
- The restrictive nature of the Priest means combat will become more strategic, if the balance is right. This could be seen as both a benefit and a risk, however, given some people may not want to dwell too much on combat.
Priest AoE Risks:- Restricting power usage to an AoE means that moving your followers will be key. As it is, follower movement is clunky and having to navigate the step-like terrain makes for slow advancement. It's going to be very annoying if the priest doesn't get into position in the way you want/need.
- As mentioned in benefits, the balance of strategy needs to be right. Will adding an AoE effect actually solve the problem of followers being useless in comparison to powers? Or will it just mean people create a screen of warriors and have the priest advance behind them, effectively making them fodder rather than soldiers and still just spamming powers when the priest gets in range?
- I'm assuming priests will be created via a settlement? What can the player do before he/she gets that settlement? If the Astari attack before a priest is created are they screwed? Could be countered by giving the player a priest from the start.
- Creating a settlement purely for the use of powers will use up resources and space, slowing the pace of the game, which is already too slow (but that's arguable, so the slowness itself isn't in question here). Again I'm making the assumption that priests are provided by settlements, so this is an invalid point if that's not the case.
Heretic AoE Benefits:
- Offsets the above strategy balance risk for the Priest somewhat. A priest can't just be screened by fodder if a Heretic is within cancellation range. This means warriors will actually need to be able to hold their own in a fight without godly interference.
- Like the Priest, a new follower type adds flavour to the game. Not sure how a heretic could be used outside of combat. Perhaps as a source of discontent among its own tribesmen? Seen as outsiders due to their casting aside of religious beliefs. That assumes that their cancellation effect comes from a complete lack of belief, of course, which is a jump on my part.
- Once again, adding a heretic to the list of enemies means combat will become more strategic.
Heretic AoE Risks:- There's an inherent risk to immersion in the game if you introduce a follower that effectively has "control" over the dominion of your abilities. If this unit didn't get those abilities from his or her own god, that implies mortals have power over you rather than the opposite. Are you truly a god if your powers are limited by the whims of people that don't even believe in you? If unit did get power from another god then that's something you'll have to think about.
That's the only real risk I can think of with the Heretic, assuming that you cannot create them yourself, in which case the settlement risks under Priest may apply. For the most part I think it's a good idea, but it would require certain mechanics (such as follower movement) to be smoother. This could be as simple (I say simple, it's probably not simple) as introducing follower formations. The following is opinionated and not entirely on-topic with the most recent question from FuriousMoo, so feel free to ignore. I'm not sure I like the idea of powers being completely restricted by the priest. Perhaps have a "village" radius that expands as you progress in which you can use powers freely, whereas no-man's land requires a priest? That way people with no interest in combat can continue to obliterate incoming forces without having to commit too much, whereas people who send expedition forces into no-man's land and use powers in combat will theoretically have less belief to use if they get rolled over. Sounds like a precarious balancing act, to be honest.
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Lord Ba'al
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Post by Lord Ba'al on Jan 30, 2015 11:30:00 GMT
I am toying with the idea of having powers only cast-able within a small aoe generated by a weak 'priest' type follower. And/Or Introducing a special enemy type that generates an anti-power aoe. What would the advantages and disadvantages be to either approach? Discuss The small area of effect around priest type followers is not going to work. You'll have to get your priest(s) in the middle of the enemy troops in order for your spells to be effective which means he'll be killed before you get to use a spell. Apart from that it feels to fiddly to me to constantly have to control priest followers along with all the other followers just to make sure you get to use your godly might.
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Post by Spiderweb on Jan 30, 2015 12:48:23 GMT
I am toying with the idea of having powers only cast-able within a small aoe generated by a weak 'priest' type follower. And/Or Introducing a special enemy type that generates an anti-power aoe. What would the advantages and disadvantages be to either approach? Discuss The small area of effect around priest type followers is not going to work. You'll have to get your priest(s) in the middle of the enemy troops in order for your spells to be effective which means he'll be killed before you get to use a spell. Apart from that it feels to fiddly to me to constantly have to control priest followers along with all the other followers just to make sure you get to use your godly might. All depends on the definition of small doesn't it? In godus 50ft on the character scale is small. Priest upgrades increase the AoE
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Post by engarde on Jan 30, 2015 13:33:21 GMT
Or maybe you've selected an area of included followers, which are the ' tank' for the priest in terms of any damage or belief/power he needs to trigger is area of effect or range of his attack i.e. from each of the followers in that block within '50ft' of each of them the wave of his power takes effect.
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Post by darkmoondragon on Jan 30, 2015 17:03:41 GMT
I am toying with the idea of having powers only cast-able within a small aoe generated by a weak 'priest' type follower. And/Or Introducing a special enemy type that generates an anti-power aoe. What would the advantages and disadvantages be to either approach? Discuss The advantage to a special enemy type who can afford some protection in perhaps a medium area of effect is that you can introduce a "real" adversary, possibly a Demi God type character broadly along the lines of Sauron or Morgoth. The enemy tribe could clearly be worshipping this upstart Demi God which would add REAL drama to the Godus world. Something the game is sorely lacking. There could be almost a sense of outrage among players that this upstart is assuming the role of god amongst these bad heathens. Now you really have the beginnings of a real story!! I think this has brilliant potential. But I feel strongly that the protection needs to come from a Demi God type character not just be generated out of thin air or "magic." Feeble shaman with small areas of effect? I agree that this could be fiddly (above). My hunch is you might regret this solution. You could have players generate more than one feeble priest using large amounts of resources. Still I think it's the weaker choice. Thanks for narrowing this discussion a bit. i suppose you could use both but I can see myself getting annoyed with the feeble priest.
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Post by darkmoondragon on Jan 30, 2015 17:23:51 GMT
Another thought. If you have a visible Demi God character affording some protection to the enemy; sending forth a force field barrier with his will power, you could have the option for players to bombard the energy field with meteors which might very slowly and temporarily diminish the area of protection to open up a strategic point near the perimeter. But meanwhile the player isn't focusing on his warriors who obviously can pass through this barrier since it would be a "powers" barrier not a "physical" barrier per se, you may be neglecting this aspect of the battle. It could be a fabulous real time fluid strategy situation. But while all this is going on I don't think I want to me managing a feeble priest.
Assuming you used a Demi God type enemy as the source of the enemy's protection, I would make him/it look very formidable; perhaps two or three times the size of the enemy troops and the Followers. He could be clad in black armor with a horned helmet. What the heck... you could make this character dramatically bad looking. Theoretically you could make him about 75 or 80 percent as powerful as the player in terms of power. Again assuming you even go this route I would make him very slippery; slipping away if a given battle was lost only to show up the next time. I might even make him (for the time being) personally undefeatable. So that if the enemy is completely defeated everywhere he turns into a black cloud and slips away (or something of the kind). Anyway it's a thought. He might be the eternal enemy of the "true" god (the player) or kept alive until some ultimate battle if you are thinking in epic terms.
This false god's statues could be scattered throughout the enemy's realm(s); grim, imposing and obnoxious and crumble to dust as each area is liberated. I'm looking forward to despising these false god statues if they become a reality.
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Post by Spiderweb on Jan 30, 2015 19:09:37 GMT
I am toying with the idea of having powers only cast-able within a small aoe generated by a weak 'priest' type follower. And/Or Introducing a special enemy type that generates an anti-power aoe. What would the advantages and disadvantages be to either approach? Discuss It is not really clear from this but if your introducing an AoE for this priest I assuming settlement/abodes will automatically need the same AoE else you could cast everywhere as you do now and priest is therefore worthless.
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Post by hardly on Jan 30, 2015 19:35:40 GMT
I am toying with the idea of having powers only cast-able within a small aoe generated by a weak 'priest' type follower. And/Or Introducing a special enemy type that generates an anti-power aoe. What would the advantages and disadvantages be to either approach? Discuss The small area of effect around priest type followers is not going to work. You'll have to get your priest(s) in the middle of the enemy troops in order for your spells to be effective which means he'll be killed before you get to use a spell. Apart from that it feels to fiddly to me to constantly have to control priest followers along with all the other followers just to make sure you get to use your godly might. Yeah, that's why I said it depends on you having a meaningful ability to protect the priest. If the player feels like the game doesn't support strategic movement and placement such that the priest can be protected then they wont enjoy the challenge of protecting the priest in this situation. If however they do feel like they have control and that protecting the priest is a skilful challenge the game will be fun.
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Post by darkmoondragon on Jan 30, 2015 20:04:30 GMT
The only feeble priests or shaman I've ever enjoyed were in The Elder Scrolls and they didn't stay weak or feeble for long, they became much stronger.
If you are determined to create a weak priest at least develop a story whereby god (the player) was able to grant him/her an extremely powerful personal force field to protect him and maybe give him/her the ability to become more powerful as he gains battle experience. Hate to go back to Tolkien again but Gandalph frequently uses his white light force field protection thingee and it can even hold back Sauron for awhile (witness the somewhat lame Hobbit movie).
And please make it a shaman or wizard rather than a "priest."
Whatever.
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Post by earlparvisjam on Jan 30, 2015 21:43:58 GMT
Incorporating a priest feels like the first step in removing the "god" part of this game. Now, if you had structures produce an aoe of functionality, then having a single priest that could head off into enemy territory might make for a different story. The real trick is the size of the radius and rarity of the priest figure. If the priest is unique, then it's a tool for extending your influence rather than a directly combat oriented figure. IE, it allows you to sculpt out of your area of effect and set up new settlement areas without the ultra crappy influence shrine unlocking mechanic.
The anti-god aura is a bad scene all around. It takes the limited interactions a player can directly take out of combat. On the other hand, if belief was reworked and made more dynamic as I'd said elsewhere, it'd be a different story to make it an inhibiting field where god powers within the area were more expensive to use. That way it isn't a case of all or nothing, which reduces tactical choices.
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Post by Aynen on Jan 30, 2015 23:45:43 GMT
Advantages of the priest:
1: A follower to grow more of a connection to because he's very important.
2: Integrating care for followers with prowess as a god may lead to a more coherent game.
3: 'where are the priests?' becomes a strong motivation for looking more closely at your world.
Disadvantages of the priest:
1: It may feel as though too much of your power depends on a mere follower, making you feel less powerful.
2: May be considered frustrating when the priest gets killed because of it's A.I. 'behavior'.
3: The player could become more like the priest's babysitter, rather than to be the source of great divine power.
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Post by darkmoondragon on Jan 31, 2015 2:22:31 GMT
Advantages of the priest: 1: A follower to grow more of a connection to because he's very important. 2: Integrating care for followers with prowess as a god may lead to a more coherent game. 3: 'where are the priests?' becomes a strong motivation for looking more closely at your world. Disadvantages of the priest: 1: It may feel as though too much of your power depends on a mere follower, making you feel less powerful. 2: May be considered frustrating when the priest gets killed because of it's A.I. 'behavior'. 3: The player could become more like the priest's babysitter, rather than to be the source of great divine power. While I'm not crazy about the priest idea as I stated above, I think it could work if you gave him one strong power which would be a strong personal force field of protection. This could be the one strong "gift" given him by his god. If this were true only real negligence on the part of the player would be likely to get him killed. Still don't like it much but that's a solution. This addresses your disadvantage number 2.
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Post by Danjal on Jan 31, 2015 3:32:07 GMT
Using "avatar" type units is definitely one way to go about it. But it would not solve the problem of inflated belief. We're already seeing costs going up by zeroes each 'generation' and the higher up the game would develop, the more belief costs would inflate to keep the balance between powers. So this avatar unit wouldn't directly "solve" that problem.
In that sense, you would probably have to tie that avatar - your priest if you will. To a temple or other structure which will siphon off belief and store it seperately. Then once it reaches a critical point that avatar/priest can use his dedicated spell/miracle/power. He becomes a channel or focus that needs to be recharged or, if you don't allow him to recover (effectively the channelled belief serves as a buffer to protect him) he will be burned out in the process. Which immediately sets a choice. Do you preserve your specialist units or do you expend them.
This would have to be counterbalanced by the fact that you can't turn every unit into such an avatar/priest - either through a high cost or through another limitation. I'm imagining that the "good" way would have the priest needing to rest (let the belief siphon recover through the temple-type structure) and the "evil" way would expend the priest giving a negative visual outlet to your civilization and then forces you to expend energy/belief/gems or whatnot on creating a new avatar/priest unit. With the advantage that you can pay your way forward. (Keeping in mind that I'm still strongly of the opinion that the mobile-currency gem needs to be altered to a more PC-oriented skin.)
The added advantage of doing it this way is that you enable the players and their followers to build large temples to devote to the gods. Which helps set apart from other players. No pre-made ruins dug up from the ground but something that your followers MADE.
Getting a special enemy type or other anti-AoE field does serve some purposes. But should be used sparingly. I'm imagining this as sort of a "the forcefield remains in place untill you knock out its powersource" type mechanic that is used in a lot of other games. Which would prevent you from killing off the opponent with one well-placed nuclear strike on their home-base. The downside I see here is that it is very much a pre-made level type mechanic. If you ever want to make some form of generated maps or such then that wouldn't work.
It would work like a charm for the more voyage like puzzle maps however. I'm thinking of giving the player a choice. Either you let your followers go through the shielded area (where you can't protect them) - or you guide them around. Alternately you spend some time and energy in knocking out the shield and go the fast way. This would give the levels 3 possible paths. A fast and risky path (straight through the shield). A slightly slower, but difficult way by knocking out the shield. And a slow but "safe" way by leading your dudes around.
Ofcourse such a mechanic could be implemented for other mini-game style modes aswell. But for a main balance it would not serve much purpose other than to annoy the player.
I do also promote that this special power/unit become available to the player if Multiplayer is still in the cards for Godus (I don't know if it is) - because a power like this is FAR MORE suited for a player vs player style encounter where you can shield your core base, than it is for a more open player-vs-PC encounter.
The downside of crafted maps being that every map you spend a long time making only takes the player a limited amount of time to complete. So may not be the best resource investment considering you guys are low on manpower and the game is suffering from many mechanical limitations.
Another thing to consider is how would you "control" this AoE field. Is the special unit in the center of the radius? Do you need to send in your followers to "neutralize" it? Or do you put the units on the corners, effectively having them act as pilons on the boundary of the field?
And as always - naming convention is important. Consider not naming it "priest" or something else if you want to avoid pre-made assumptions. Its the downfall of gems in their current form. They are at their core a cash currency and need a make-over to remove that feeling.
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Lord Ba'al
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Post by Lord Ba'al on Jan 31, 2015 14:04:00 GMT
Is anyone familiar with the priors of the Ori from Stargate SG1? Those might be a good example if you want to have priests wandering around.
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Post by Spiderweb on Jan 31, 2015 15:23:17 GMT
Is anyone familiar with the priors of the Ori from Stargate SG1? Those might be a good example if you want to have priests wandering around. Yup, pretty good lore about them. Cast out ascended? Been a while since I watched it. May start over on it again.
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Post by Aynen on Jan 31, 2015 15:37:08 GMT
Enemy anti-power aoe unit.
Advantages:
1: Stimulates the player to pay close attention to individual enemies, looking for the right one to focus on.
2: The player uses other means than powers to achieve goals.
3: Creates a dependency on using followers to take out the enemy as a player's own powers don't work.
Disadvantages:
1: Depending on an A.I. to do something for you can be frustrating.
2: Forcing the player to use other means than powers (by not making them available) often leads to annoyance, where-as making other means simply more effective makes a player feel like they're using other means by choice.
3: If the player cannot directly interact with a mechanic, then what does the player do at all in relation to the mechanic?
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