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Post by darkmoondragon on Jan 31, 2015 16:21:15 GMT
If ultimately you decide on "weak priests" as part of the solution you might be able to bring some life and vitality to the Godus world with the priest(s). Assuming the priest (wizard/shaman) doesn't just pop into existence at the start of each battle which would be lame, you may want to do something useful with the priest in peacetime. Have him/her wander through the world, rising up over obstacles or skimming over water perhaps with a staff which glows when performing these little tricks. Inhabitants might even come out of their abodes to greet the priest from time to time. If and when war comes the player (god) could summon him to the action. Hey, this would actually give players something to look for, watch, and be amused by!!! As it is now, my miners in the north might as well be an entire universe away from my monasteries just a little to the west or my farmers to the south. Nothing whatsoever weaves my world into a cogent whole or unifies it; no storyline, no government, no common cause, momentum, impulse, drive or commonality. Your "weak priest" could begin to address that gapping hole in the beautiful and half finished game Godus. Hey, you might even have the wizard (priest/shaman) automatically move to the border where a battle is in the offing having "received word" or "heard rumors" of an impending battle. He could even be the one to raise the alarm to notify the player. This might all be pretty cool if you do it right. I liked the priors of the Ori for what it's worth. Actually enjoyed the whole series. Lord Ba'al Prior is a much, much better title than priest. Thank you. It's also good in that I've never seen it used outside Stargate and it is not a made up word so it could be a character which was distinctly "Godus" and recognizable as such. Great.
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Post by darkmoondragon on Jan 31, 2015 17:07:33 GMT
Maybe it would be worthwhile discussing the level of battlefield power of the Prior. So I'm going to throw out a few ideas. Calling down a meteor could take all the power of the Prior thus draining him until he slowly recharged; the Prior could create several swamps before being worn down; two or three FoGs might be his limit before he needs rest; and it would be cool if he could extend his personal protective force field or shield around a limited but larger area for a limited amount of time to protect troops or strategic locations. This would need to be carefully balanced (obviously) so that either/or decisions would need to be made.
One additional thought. Freezing time would be a neat trick. Perhaps the Prior could stop the enemy in time and effectively freeze them for say ten seconds using all his power. I've seen this used in other games and it can be an interesting strategy.
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Lord Ba'al
Supreme Deity
Posts: 6,260
Pledge level: Half a Partner
I like: Cats; single malt Scotch; Stargate; Amiga; fried potatoes; retro gaming; cheese; snickers; sticky tape.
I don't like: Dimples in the bottom of scotch bottles; Facebook games masquerading as godgames.
Steam: stonelesscutter
GOG: stonelesscutter
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Post by Lord Ba'al on Jan 31, 2015 17:57:18 GMT
After thinking about it a bit more, I think a priest/prior character could be kinda cool. I wouldn't want to control all the followers going into battle, but controlling one character who in turn commands the other followers could turn out quite cool.
I would imagine the prior starting out quite weak and gradually growing stronger after gaining more and more battle experience. On second thought I would picture them having multiple sorts of stats. When in a combat situation the prior slowly gains experience making him a better strategist and thus a more effective commander in battle. Another stat could be strength which might be determined by the amount of followers are under his command or by the amount of followers in the general population or perhaps a combination of the two. The stronger he is the more capabilities he has. Then there should be a stat for hitpoints/health. The prior should be able to die so that the player has to be careful about what and when to do things with him. If he does die he would be replaced by an under prior who would have to gain experience of his own. There could be several under priors depending on the size of the population. They might spend their time doing menial tasks like gathering belief or giving sermons and perhaps receive training from the main prior.
Man writing posts is a pain when the e key doesn't work. /rant
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Post by darkmoondragon on Jan 31, 2015 19:04:30 GMT
After thinking about it a bit more, I think a priest/prior character could be kinda cool. I wouldn't want to control all the followers going into battle, but controlling one character who in turn commands the other followers could turn out quite cool. I would imagine the prior starting out quite weak and gradually growing stronger after gaining more and more battle experience. On second thought I would picture them having multiple sorts of stats. When in a combat situation the prior slowly gains experience making him a better strategist and thus a more effective commander in battle. Another stat could be strength which might be determined by the amount of followers are under his command or by the amount of followers in the general population or perhaps a combination of the two. The stronger he is the more capabilities he has. Then there should be a stat for hitpoints/health. The prior should be able to die so that the player has to be careful about what and when to do things with him. If he does die he would be replaced by an under prior who would have to gain experience of his own. There could be several under priors depending on the size of the population. They might spend their time doing menial tasks like gathering belief or giving sermons and perhaps receive training from the main prior. Man writing posts is a pain when the e key doesn't work. /rant I completely agree that the Prior/Arch Deacon/Wizard should be able to die. My reference to a personal force field around the Prior was to make the character difficult to kill. He should be able to withstand multiple impacts before dying. In fact, it would be reasonable to tie his powers gauge to this thereby lowering his reserves to use powers with each hit. Thus there would be two incentives to keep him out of harm's way. It also makes sense that the Prior would be the de facto commander and that battles against the opposing AI would largely be implemented through him. Although I would never advertise it as such, Godus is by definition a theocracy of sorts.
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Post by totallytim on Jan 31, 2015 21:15:58 GMT
Some ideas regarding priest/Prior/avatar I came up with while procrastinating: How do you get one?It might be cool if these Priors needed to be born into a family unlike soldiers which are trained. And you could only have one at a time. You could perhaps bless a family with a special child that then has to grow up. This way you could also determine the looks of your prior (in case different looking kinds of people aren't out of the picture yet), but maybe not the gender. How would he or she work in combat?They only make sense if you intend to put an area of influence around your city like in B&W and they allow you to act outside it. Else they just limit you too much as a god, which isn't fun. They shouldn't cast spells for you but only act as a small mobile "shrine of influence". Maybe just big enough to use some "buffing" spells on your own troops, to protect them if they are attacked or attack really close targets. In order to make the Prior interesting he or she could have some additional abilities: - Expanding the area of influence by for example 5-10 times for a few seconds. This ability would come at a cost. When the area is "pushed" outward, everybody hit by the shock wave gets weakened (maybe slowed and have their max HP reduced) for a period of time including your own soldiers and the Prior him/herself. People in the center get affected more than those at the edge. A nice "wooshhh" sound effect and perhaps a slight ground shaking effect would make this even more fun to use.
- Transforming him/her into a powerful soldier. Maybe a large beast or an angel/demon that would be able to turn the tide of battle. But using this ability would remove even the small the spell casting area of influence.
- A passive ability that would act as a repelling skill. The Prior would have a secondary defensive area of influence that's much larger. The player would select one spell (any spell). If that spell is then used inside that defensive AoI by the opponent, it would be absorbed, negated and disabled for a few minutes. All other spells would also go on a (shorter) cooldown.
Such passive would probably require the creation of other spells that are on par with the meteor in order to prevent everyone just defending against meteors and add another strategic element to god combat. (Another restriction on over using spells might be the introduction of "lingering secondary effects". You can't cast another "highly destructive" spell until the lingering effect wears off. This makes potential cooldowns seem more meaningful and not just as an arbitrary restriction.) 3 highly destructive spells would probably work if each one achieves a slightly different goal:
- The meteor. It may be the most destructive one, obliterating everything in its impact radius, but the radius isn't very large and the skill isn't easy to aim.
Lingering effect: The impact area is left burning and damages anything inside over time.
- The lightning bolt. It targets a person and arcs to X number of people close by. It does high amounts of damage to them if not outright killing them.
Lingering effect: The ground is charged with electricity and periodically stuns anyone standing on it. - The (abode sized) tornado. It can be sent along a straight line in a direction, but it moves fairly slow. It doesn't do much damage to people unless they stand directly in its path but it does large amounts of damage to structures. People inside and and surrounding the structure are also damaged. The amount of direct damage done (or number of targets hit) also reduces it's lifespan, so it doesn't raze the entire city in one go.
Lingering effect: The tornado leaves a trail that drastically slows anyone standing on it.
How resistant is he or she?The Prior shouldn't be easily killed unless focused or out of position. If killed it could could leave a temporary shrine that retains the passive ability and the small offensive area of influence. The shrine could also be removed by the opponents Prior or some other special unit that isn't a regular soldier or perhaps fingered into the ground. What else?The Prior would be admired by everyone in your city. He or she could boost production when near other followers and make them happier. Some customisation might also be possible. Like different types clothes/armor and type of weapon he or she would use in battle. Maybe the ground on which the Prior stands on for some time could also be affected in some way (a non combat ability).
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Post by Spiderweb on Feb 1, 2015 6:41:20 GMT
Suggestion: priest can only create a time limited AoE for his God by casting a spell on a certain area. It doesn't travel with him. He casts and runs. If the battle moves tough. You have to wait. Upgrade the priest for quick recasts and longer/multiple casts.
He could stick his staff in the ground and it draw power/belief to keep it active.
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Post by Danjal on Feb 1, 2015 14:58:28 GMT
Some things to consider with this Prior/Avatar/Priest style unit.
Are they permanent? Once you make them they remain free of further charge? Is there a cost involved in retaining them? (I.E. they remain special by a constant stream of belief heading their way) Are there other restrictions?
Are these one-size-fits-all special units or do you get specialized versions for different powers (adding a strategic element of placement, you need to get the right guy for the job in place).
That kinda stuff.
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Post by darkmoondragon on Feb 1, 2015 16:30:52 GMT
Some things to consider with this Prior/Avatar/Priest style unit. Are they permanent? Once you make them they remain free of further charge? Is there a cost involved in retaining them? (I.E. they remain special by a constant stream of belief heading their way) Are there other restrictions? Are these one-size-fits-all special units or do you get specialized versions for different powers (adding a strategic element of placement, you need to get the right guy for the job in place). That kinda stuff. DanjalBelief should only feed the Prior's personal powers meter, not his life or existence. If the Prior is not using a power there should be no drain on the player's "god's" belief. There could be a charge in belief or resources to create the Prior but please, please, please NO GEMS!! ( Side note: I would have been much happier if I had paid $5. or $10. for Godus and there were no gems or "in app purchases" in the game, just resources and belief.) IMO it would be clumsy, fiddly and annoying to move around multiple specialized Priors: a swamp Prior, a FoG Prior, a meteor Prior; makes no sense at all to me. There should be one Prior possibly with some underling monks as Lord Ba'al suggested, ready to be elevated to Prior should your Prior succumb in battle. Although they would arrive with little or no belief driven power initially since they would be brand new. As Lord Ba'al and I suggested the Prior should also be the commander of the regular troops. So as a player you would be inputting regular battle plans such as formations and goals through the Prior via divine "inspiration" as well as inputting use of specific powers via the Prior. That is enough without having multiple Priors running around. I hope Lord Ba'al will correct me here if I'm wrong about his opinion. Hopefully FuriousMoo will comment here in the near future for any course correction needed as this is becoming somewhat detailed and I have absolutely no idea whether any of this appeals to him. Then again, as he has said frequently, he wants to have all kinds of ideas out on the table so perhaps no comment is necessary. Anyway, that's my take on your comments. BTW we already have monasteries. Why not just swap out monks for the breeders that are currently in them, which makes no sense, and have them create/elevate the Prior?? Monasteries don't need breeders to multiply, monks can multiply by divine inspiration. Have faith and ye shall multiply. I'm trying to stay on subject here but it's all interconnected.
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Post by Spiderweb on Feb 1, 2015 18:10:34 GMT
Maybe the priest/prior should be drawn to conflict. Then you protect him or let him get on with it.
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Post by darkmoondragon on Feb 1, 2015 18:45:06 GMT
Maybe the priest/prior should be drawn to conflict. Then you protect him or let him get on with it. SpiderwebYes, actually I said that at the top of the page (above): "Hey, you might even have the wizard (priest/shaman) automatically move to the border where a battle is in the offing having "received word" or "heard rumors" of an impending battle. He could even be the one to raise the alarm to notify the player."
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Post by darkmoondragon on Feb 1, 2015 18:46:35 GMT
Okay, so a lot has been said about the Prior ( weak "priest" type follower ) but not a heck of a lot about a "special enemy type that generates an anti-power area of effect." My biggest reaction here is that just as the "Prior" was referred to in the singular by FuriousMoo the special enemy type should be a singular character. This seems right to me in terms of both game play and storyline. This would give the player a big focus point emotionally. As in, " I can't wait until I completely defeat this tribe and get that god wannabe upstart." Even before or between battles this upstart Demi God could be seen stalking through the enemy's realm with the enemy bowing down to him as he passed. It would be great fun disliking this character and working toward eliminating him. For this reason and for added drama in battle I see him as being dark and formidable looking, towering over the others in height. I believe there could be game play and strategy advantages also to having the anti-power area of effect generated from a central, single source. Generally, although there may be way points etc. involved, one goal might be to attempt to knock out or endanger the upstart Demi God character so that he flees thus leaving the enemy devoid of special protection and a commander at the same time. Or, I suppose, the player could choose to eat away at the edges where the enemy is unprotected until at a certain level the anti-power/commander character flees due to insufficient forces. But whatever the game play mechanics or strategies involved it would make more sense with the enemy having a perceived, locatable leader and power source. Plus it just feels right. If a decision is made to have both a Prior type character generating powers on the Follower side AND an enemy type that generates an anti-power area of influence on the other side it would, I think, be elegant and balanced and have a degree of symmetry. If this is the case you would then have a commander/power generator on one side and a commander/anti-power character on the other. In this way it could be established that the enemy itself is no more powerful than the Followers without their false god leader. That they are in fact arrogant, warlike and obnoxious only because they have his protection. Any input here would be appreciated.
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Post by Spiderweb on Feb 1, 2015 19:41:54 GMT
Maybe the priest/prior should be drawn to conflict. Then you protect him or let him get on with it. SpiderwebYes, actually I said that at the top of the page (above): "Hey, you might even have the wizard (priest/shaman) automatically move to the border where a battle is in the offing having "received word" or "heard rumors" of an impending battle. He could even be the one to raise the alarm to notify the player." Wasn't aimed at you in particular, to be honest I tend not to read others essays, I skim them. So in this case consider it great minds think alike.
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Post by darkmoondragon on Feb 1, 2015 19:45:57 GMT
Yeah, I know I'm doing a lot of posting here but we were asked to "discuss" and I'm attempting to throw enough out there to get it moving.
Having made some comments on the anti-power source it occurred to me that I've nearly switched from my initial position regarding a solution. The Prior/Priest solution seems better to me and more in keeping with the merits of the core game. Furthermore I see no need for an anti-power source in the enemy camp if the Prior/Priest solution is implemented. The limited powers of the Prior could more easily be balanced by making the enemy slightly stronger and/or the enemy's forces larger such that if the player does not use the Prior, defeat is virtually inevitable. If that is the case it would be a negative adding an ant-power element. Why add anything which merely complicates and doesn't improve?
At this point I'm thinking either/or but not both.
Anybody for using both? I would be curious as to why.
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Post by Spiderweb on Feb 1, 2015 19:55:02 GMT
I think, the enemy should have the same level priest/prior available for balance. It would make battles more random than a large enemy force attacking every x minutes.
Image this anti-force could negate something your guy did, it would make for additional challenges. More interest it being creative in the battles for you, than just amassing a larger army.
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Post by morsealworth on Feb 1, 2015 20:00:52 GMT
What if you replace the "priest" with the "object of faith"? In Shinto, that would be Goshintai. In Greek, that would be sacred relic, a part of a sacred tree, perhaps? As these don't come easily, they would be much more precious than a man you can promote, right? And it can be a core of the altar, together with sacral fire. Don't you think that would be interesting?
It would also draw power from main belief pool to sustain and charge itself and you would use the power from that charge while using special influence. And the same charge would be used to negate enemy power if the altar is used for protection prayers.
Or even better: The influence around the altar increases in radius as the charge increases (of course, it would have a cap, but that cap is a matter of balancing) and this influence radius also serves as anti-influence barrier for other supernatural influences (The divine territory of the god is not easy to trespass, you know?). While this passive protection does give advantage, it still costs belief calculated from the cost of the power deflected by the barrier. Meanwhile, the same artifact charge belief pool fuels active divine powers inside this influence. This way the belief inside the influence is not drawn from global pool directly, but throttled through the altar and therefore becomes both time-dependent and tactically dilemmatic.
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Post by darkmoondragon on Feb 1, 2015 21:32:58 GMT
I think, the enemy should have the same level priest/prior available for balance. It would make battles more random than a large enemy force attacking every x minutes. Image this anti-force could negate something your guy did, it would make for additional challenges. More interest it being creative in the battles for you, than just amassing a larger army. There is no actual AI. The "spell casters" I've been up against in games were sometimes fun but laughable as far as intelligence or strategy. I think it would be far more doable for programmers to make the enemy forces larger, stronger or better armed. There is no reason to need "hordes" of enemy for this purpose. They could have a combination of advantages which could be defeated by a clever use of the Prior and his powers. Since it is central to the whole point of Godus that it is a god game and the player is "god" doesn't it make sense that "the powers" are on the side of the player and not some nitwit heathens? No,... if there is going to be an "anti-power" force on the enemy side I feel strongly that it should be a single powerful would be usurper not just another "priest" type character. If this is the path chosen I think he should be powerful in defense but dim witted and ineffectual on the attack. The whole original point was to find a way to mitigate a player's God powers or channel them through a weaker character not to give the other side their own "powers," unless that power was merely an anti-power force. The Prior effectively solves this problem. Why create a new problem by creating the illusion of a nonexistent AI?? I have appreciated your ideas but I think you may be off on this one. I don't think the kind of AI your idea requires exists. Perhaps FuriousMoo can enlighten us on this score.
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Post by Spiderweb on Feb 1, 2015 21:49:09 GMT
I think, the enemy should have the same level priest/prior available for balance. It would make battles more random than a large enemy force attacking every x minutes. Image this anti-force could negate something your guy did, it would make for additional challenges. More interest it being creative in the battles for you, than just amassing a larger army. There is no actual AI. The "spell casters" I've been up against in games were sometimes fun but laughable as far as intelligence or strategy. I think it would be far more doable for programmers to make the enemy forces larger, stronger or better armed. There is no reason to need "hordes" of enemy for this purpose. They could have a combination of advantages which could be defeated by a clever use of the Prior and his powers. Since it is central to the whole point of Godus that it is a god game and the player is "god" doesn't it make sense that "the powers" are on the side of the player and not some nitwit heathens? No,... if there is going to be an "anti-power" force on the enemy side I feel strongly that it should be a single powerful would be usurper not just another "priest" type character. If this is the path chosen I think he should be powerful in defense but dim witted and ineffectual on the attack. The whole original point was to find a way to mitigate a player's God powers or channel them through a weaker character not to give the other side their own "powers," unless that power was merely an anti-power force. The Prior effectively solves this problem. Why create a new problem by creating the illusion of a nonexistent AI?? I have appreciated your ideas but I think you may be off on this one. I don't think the kind of AI your idea requires exists. Perhaps FuriousMoo can enlighten us on this score. An enemy fake AI only has to be attracted by a certain set of occurrences to appear to be intelligent. For example 20 enemy + 20 military making a hotspot, would attract enemy prior or whatever to cast in that direction. Intelligence is easily faked by any number of rules. All games follow rules just the more complicated the get the more real or sometimes erratic they seem.
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Post by darkmoondragon on Feb 1, 2015 22:13:02 GMT
Spiderweb okay fair enough, but just how smart does it appear to be? As far as I can recall in games enemy forces are ALWAYS given strength through greater numbers, better weapons, greater strength etc.. In a single player game if there are opposing "spell casters" they are given their strength in having multiples of them. Unless FuriousMoo has a cutting edge supercomputer hidden away I believe that will be the case. There would have to be multiple spell casters on the enemy side. Personally I think that might be annoying. It would work in another game but maybe not here. It works great in Diablo, Skyrim, etc. but I don't see it here. Who knows? I could be wrong, It's great that the discussion is moving again.
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Post by Spiderweb on Feb 1, 2015 22:24:13 GMT
The kind of battles we are talking about sound kind of RTS like, most RTS games I played have balance between either sides units. Regardless of numbers there should be balance young Jedi ? The reasoning I am advocating an opposing power is just to add additional points of interest in battles. They may well just achieve that with more unit types too. What appears to be an enemy God playing against you is better than just a tribe IMHO.
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Post by darkmoondragon on Feb 1, 2015 22:41:38 GMT
SpiderwebI wasn't aware that FuriousMoo was leaning toward an RTS format for the combat. Did he say that or is that just an idea being discussed? I guess I'm surprised as RTS is in some ways the opposite of the style of the core game.
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