Discussion in 'General Discussion' started by mollygos, Jul 27, 2017.
Making biomes have an actual effect on gameplay? I like that idea. Plus if you make weather (And perhaps unique weather to some biomes, I would assume it wouldn't snow in the desert, and there couldn't be sandstorms in the snowy area, which could rather have a blizzard or something?), it could bring some disastrous moments for anyone not prepared and reverse the tide of a game. Although don't know what biomes effect would be, if we also count weather in the formula (I mean, if we'd take usual Advance Wars, where snowing would make movement -1 distance, and apply it to the biome, then what would a snowy weather bring?). You'll probably figure something interesting I'm sure, as long as its fun and balanced anyway. And in term of style, this looks pretty nice! I'm excited to know what you'll do of it, as well as the whole "season/weather" thing, keep up the good work.
An official response thread? Biomes must be important. Maybe they provide a small, automatic heal for some units?
Not sure on the possibilities, but how neat would it be if the cosmetic design of individual units (maybe even commanders) changed based on the biomes. Soldiers with weather-proof gear. Fluffier dogs. Heck, give a skeleton a scarf, why not?
Either way, this game is looking beautiful. Is that a multiple-day forecast?
Anticipating this release!
I love the Biome idea.
Another similar idea I have is land type (Mountains, plains, swamps, forests, river, oasis, jungle, etc.) and a static weather system like Crusader Kings 2 who impact fights and movements.
You can find this idea inside Paradox games like Crusader Kings 2 and that work very well.
Also, the game have a Ambush and Fap Fog system?
I actually remember something that was said during the stream I believe, where it was said you were still thinking about what the weather effects could be, and was said "Maybe durring winter, water could freeze and allow you to walk on top of it for a few turns". If so, I would then guess that this would only happen perhaps in the snow area, and probably only on lakes/river tiles, but not ocean tiles. Which would then be that biome's special effect (among other effects maybe). Still thinking about what could be the desert biome's special stuff though... And that is assuming the default prairie biome has no particular effects. But again, I'm sure you'll come up with something balanced, but deviously evil for counter attacks
I dunno if a specific healing to some units would be practical, but at least, maybe less effective units in some biomes (or weather conditions, which as I said before, could be, and probably in any logical fashion will be biome specific (Because again, doesn't snow very often in deserts, nor do you get sandstorms in the mountains)).
I like me some necromancer army, why not add fashion to it! At least it would make the game look even better, not that it doesn't already
I think you meant Map fog, or fog of war... you made me laugh quite a bit
Assuming a penalty for certain (if not all) land units crossing a frozen river, perhaps in desert tiles rivers could 'dry up' occasionally, giving an opposite effect of easy movement.
Maybe rolling dunes which change tiles every other turn, hindering land movement. If it was a little less random, could add a unique tactical effect.
If the other biomes are as changeable as we want to believe, I think the stability of the 'basic' tile effect could be powerful enough on its own.
Well, I didn't think of rolling dunes, but it is true that they could also add unique "land types" to the biomes as well. But its good to make theories as long as we don't get hyped over something that doesn't exist.
As for the default biome, I assume it will be the standard base biome fit for training and such, and so probably wont have any special effect (But having no special effects is also a special effect in itself, and again, I assume there will be unique weather conditions to each biome just by logic itself, I may also be wrong), but we never know what they'll do.
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