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| horde 2010/03/31 05:42 | horde 2010/04/02 03:50 current | ||
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| You cannot see an enemy commander's commands. | You cannot see an enemy commander's commands. | ||
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| + | ==== Other Thoughts | ||
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| + | Instead of using two buttons to order troops around, perhaps you could just use one button and hold it down to draw a line, which would turn into an arrow, indicating players near the beginning of it should go in the direction of the arrow head. This would allow players to sketch out orders quicker, and free up a button for the commander to cast spells. | ||
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| + | For the commander another idea could be to make him the healing character. Players in this game can't actually die, but they can be knocked out. So perhaps the commander's second button could be an area of effect spell you can cast on a group of knocked-out troops to make them get up sooner. To keep with the commander motif, perhaps he could blow a whistle that would startle knocked out characters awake. This would add a purpose for having multiple commanders around, since multiple instances of the spell could stack and be more effective than just one person casting it. This healing game mechanic could work, but I don't really like it. It's too much like many other games out there, and it seems to me like a needless distraction from the combat, not to mention totally unrealistic in an immersion-breaking way. | ||
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| + | I think it would be much more interesting for the commander's spells to be like neutral magic. For example, he could summon a big pool of glop that would slow down anyone who ran through it. Either awy, commander spells should have ridiculously long charge-up and cooldown times so players don't switch to commander too often. This would make them like D&D wizards who could prepare only four spells per day. They'd be super powerful spells, but would require the commander to move very slowly for quite a while as they conjure them, and have very little ammo per dungeon. Keep in mind that any player can switch to commander and back at any time, so there needs to be a lot of investment if you want to actually do a powerful spell. Otherwise, everyone would spam them together. It would be kind of cool to have the mob have to protect a group of commanders who are deep in concentration while they cast a spell though. Perhaps context-sensitive spells could be cast, like if they targeted a wall they could destroy it, or a door they could bust it open, or a pond they could convert into a source of enchantment other players could dip weapons into. | ||
| == Getting Hurt | == Getting Hurt | ||