Hi guys, I'd like to solicit your opinions.
In essence, I think that Redscale's Adventure needs more or less Mass Combat.
Options:
Option 0) Remove mass combat entirely. Focus instead on things like the new ability of pawns to contribute hits in single combat, etc. I am going to do those things anyways, of course. This frees me completely from dealing with the bugs that have long resided in the mass combat code, the need to animate any new content that I create where necessary, etc.
Option 1) Replace mass combat. I have considered the possibility of doing something more like some of the Pokemon games, i.e. 2 vs 2, or some similar limited scale combat. In this case terrain and positioning elements would be removed. The targeting interaction rules would be retained or updated, i.e. if you take a targeted action, opponents other than the ones you targeted can get a free hit, and the initiative order can allow enemies to preempt and cancel your move.
Option 2) Double down on mass combat. Fix the bugs as best I can. Add new content that is either mass-combat only or shines in mass combat (AOE, ranged attacks, etc.). New tile sets, map generators, etc. Feature mass combat in some of the quest lines to come. Basically, try to make it a major part of the game.
Mass combat was definitely an interesting experiment, and I'm glad I tried it, but I know it isn't the best executed. It's also one of the hardest things for me to develop and debug. It demands that I put more time/effort into it if it's going to remain a part of the game.
So, which option(s) do you support? And why, if you can put it in words? I won't start on any of these options this month, so you have March to voice your opinion. This isn't a democracy, I won't go strictly based on number of votes, but this is your chance to influence my decision.
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8 years, 5 months ago
01 Mar 2017 21:05 CET
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