Hello, it is Mr. Bigcat again with some thoughts specifically on the Preparation for Siege battles. Again I want to point out this is entirely based upon what has been shown & spoken about. Obviously they haven't shown everything that they have come up with and implemented in the final product and with the understanding that they do have to cut some features to attempt to give people the option to try the game out at E3 for example. I also am posting this not as a criticism, but as thoughts and possible ideas. I have huge respect for the Developers and I am aware that some and perhaps all ideas may not be feasable, or in the direction that they wish to go.
In every Siege battle it seemed you had limited choices in regards to what benefits you brought & the enemies seemed to pick from set choices as well. 1st choice seemed to be your main gate/walls destroyers. (sappers, mounted cav., Ulogs) 2nd was troops choice. (savages, defenders, hunters) 3rd was your seige beast affinity. (fire, poison, curse) 4th choice was beast unit (Spiders, War Graug, Drake). The defenders seemed to have limited choices as well, since none of the battles at E3 had a trapped drake or fire arrows.
This may be because they have not been able to flesh out/finish everything they have been working on but I would hope they add more variety based upon the captain you bring vs. a generic choice for whoever is filling the slot. I noticed that in the E3 game play that if you were to loose a captain you still kept the siege benefit for that slot, and you just assign another Captain to it. Personally I would like for the Siege traits to be more personalized for the captains both in what is available and who continuously holds onto it.
If they were to add camps to parts of the region that would give the ability to unlock a siege option. For instance make a spot on the map have drake nesting ground and you have to do a challenge or capture one from the region to unlock the ability to bring a drake to the siege. For troops there could be camps that you have to go find in the region map and gain control of the camp and by doing so would unlock a specialty troop. This would open up more world options without being demanding. By creating these side objectives it makes the assault that much more meaningful by requiring the player to do more region objectives. This could also work for building defenses with your Warchiefs.
To me the orc community should revolve around a power structure. When the Overlord holds more power in an area it would cause your orcs to be more likely to betray you, and when you gain majority control it could cause the Bodyguards and Captains of the Overlord & his Warchiefs to have a much larger chance to switch to the winning side. By doing this bringing only 2 captains against a fully developed base, would cause loyalty issues with your Captains.
One thing that bothered me was failing a siege. Your troops can push all the way to the Overlord, but if you fail then the whole army sits and waits for you to get back so you may try the boss fight again. I would like it to be a complete failure and time to move on while the Overlord tries to resupply his fortress. This would prevent players from just continuously attempting to take the fort. This is the boss fight of the region, make people earn it.
If you imagine gathering all your troops to try and take a fortress and failing with many soldiers dying and then sallying back up to do it all again immediately doesn’t seem likely, unless you had more captains with fresh soldiers at least. In my opinion I would like to see repercussions (even if its the Overlord fight you fail at) to the Captains you bring if you fail a siege or a troop meter added to captains. By doing this it would force you to either save your captains and bring them back or force you to ready backups if your troops fail. The troop meter would be based upon the Captains level and any missions that could boost his troop count. (caps per level). Defenders having the advantage of walls would have less troops garrisoned since they would theoretically need to have soldiers out controlling the area not just the fortress.
Again these are just my thoughts and ideas that might highlight some aspects of this amazing game more. Thank you everyone for reading this long post, but for now no more talk. WE BRING WAR!!
Please sign in to leave a comment.