Author Topic: Wishlist - Overview  (Read 35529 times)

AndreasD

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Wishlist - Overview
« on: 2013-04-21 18:13:15 »
Hi,

as i promised a few days ago here an overview about the wishlist as it was discussed in the german board.
The german overview was created by Ndee until post # 113 atm.

It´s only kind of brainstorming by the community but we try to collect all informations to create short overviews so it´s easier for all.

Discussion on this points should be post here:
english one : Wishlist english
german version: Wishlist german

current summary (Post #113 in german board, update is coming soon).

Campaign

  • dynamic Campaign (like Jagged Alliance 2, Dawn of War 2, Risk) different ways playing though the campaign , scenarios build on each other.
  • Coop-mode in campaign
  • Core-units: transfer selected units through the campaign
  • diffrent goals: escort, salvage, sabotage etc.
  • Upgrading units
  • depot/factories to repair and/or build units
  • ingame information center with details on every unit
  • incoming messages like the weather changes or enemy-activities at the frontline
  • techtree to research unitupgrades between the levels

Multiplayer

  • Multiplayer-ladder
  • 2vs2, 3vs3, 4vs4 games -> ffa up to 4 players
  • Lobby for chat and matchmaking
  • Friendlist
  • Lan-Mode
  • async mode via mail
  • global map of the world, managed by the server to fight given areas
  • The world as a huge map with many hex-fields to play on the "whole planet"
  • Unit-upgrades
  • conquer ressources / capture enemy-factories
  • Hotseat mode (splitscreen)
  • many multiplayer-settings to adjust the difficulty.
  • no round or time limit (maybe this could be adjusted in the match-setup)
  • Skirmish mode: Quick, round limit, no units buildable, random opponents

game mechanics

  • outstanding enemy-AI
  • day / night changing
  • Ammunition and fuel consumption
  • jam units are bonuses. (Encircle the enemy with multiple units.) [/color
  • Moving units tile by tile instead of moving with a given range.
  • Preview of the expected damage on mouseover
  • Height levels. Bonuses to attacks from higher levels.
  • Not too much randomness for damage calculation
  • dynamic weather-changes
  • zooming from isometric view into 3rd person and vice versaRein-Raus Zoomen von ISO auf 3rd person perspective und umgekehrt
  • moving units / attacking in 3rd person view
  • Give attacks from behind bonus / penalty calculation in the fight
  • moving multiple units before attacking. So you are able to surround units and start a combined attack
  • watch enemy-turn as far as you removed the fog of war
  • automatic savegames after every turn
  • positioning units, armor front/back/side, turn arround to shot if in wrong direction

generally

  • Multi Monitor Support
  • Coherent overall concept: map-names, music and card structure fit together. Each map has a special track
  • Hardcore-mode ?
  • MAP-Editor
  • Unit-editor / SDK
  • Support the mod community
  • Downloadportal user-created stuff like maps and campaigns <- $170.000 Stretch Goal
  • Opportunity to "paint" out a battle plan on the map and make necessary viewable by allies. You could also use this to remember things you wanted to do.
  • General or commander on the battlefield.
  • play two games at the same time to switch between without wasting to many time while waiting for your opponent.


Controls / Ports
  • Controller Support (XBOX, PS3)
  • keyboard only control for notebooks
  • playable on WIIU

Units
  • superweapons/units
  • railroad units.<- $170.000 Stretch Goal:
  • Constructor to build streets, fortification, rails, ect.
  • multiple weapon systems per unit
  • renaming units. Own names.
  • unit-durability Haltbarkeit von Einheiten. wear and tear after a while
  • "Aura units" that can strengthen or weaken units within an given range
  • disguise units in special terrain like wood which are unmasked after attacking or through special scout-units


Stretch Goal
confirmed feature
won't be in the game
« Last Edit: 2013-04-21 18:40:49 by AndreasD »
Mess with the best and die like the rest.

nico.mollet

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Re: Wishlist - Overview
« Reply #1 on: 2013-04-22 14:44:51 »
It's a nice list.

My wishlist now:
* Differenciate units types and units colors: red and blue colors are not bright enough and spot my own units easily
* Too many units types make them harder to differenciate them too
* Keep the gameplay fast: TBS are slow, and move/attack shouldn't require more than 2 clicks
* Don't overcomplicate the gameplay with hard to understand rules, like Joker actions

Can't wait to see more.

Dandy

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Re: Wishlist - Overview
« Reply #2 on: 2013-04-22 15:57:16 »
I don't suppose there will be any sort of supply lines, supply lines make for big strategy, but I guess they would be quite hard to incorporate into a game such as this.

Zulyar

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Re: Wishlist - Overview
« Reply #3 on: 2013-04-22 18:16:07 »
colours may or may not be a problem its most obvious to see when we can actualy play, however i gree that in some screns its hard to tell what team some units belong too, what they could also do is give each colour its own symbol infront of its hp bar.this also fixes things for colourblind people.

Jan Theysen (KING Art)

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Re: Wishlist - Overview
« Reply #4 on: 2013-05-02 09:42:15 »
Thank you for the input!

We don't have time to discuss everything this week or next week. But the week after next week we’ll start discussing all the topics with you. Some of them seem to be quite interesting!

paaljoachim

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Re: Wishlist - Overview
« Reply #5 on: 2013-05-05 10:57:35 »
Great Jan!
Andreas has created an awesome wish list! (I also look forward to seeing a bunch of my own suggestions posted in a thread further down on the board added to this list..:)

What about a developer chat in a few weeks where features can be discussed?

Have a great day!

Schprocket

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Re: Wishlist - Overview
« Reply #6 on: 2013-05-05 15:35:39 »
I don't suppose there will be any sort of supply lines, supply lines make for big strategy, but I guess they would be quite hard to incorporate into a game such as this.
@Dandy - if you check out the third strategy video, it mentions cutting the supply line to an artillery unit ;)
I know enough to know that I don't know enough...

Frank

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Re: Wishlist - Overview
« Reply #7 on: 2013-05-05 15:38:03 »
There is a big discussion about supply (ammunition and fuel) in the German part of the forum. Most users seem to wish for that to be part of the game.

Sax

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Re: Wishlist - Overview
« Reply #8 on: 2013-05-14 11:13:48 »
What are the final localizations of the game?

Jan Theysen (KING Art)

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Re: Wishlist - Overview
« Reply #9 on: 2013-05-19 12:01:00 »
@Sax: There will be full localizations (text & voices) for English, German, French, Spanish and two other languages we will announce next week (the survey for them is still up: https://www.surveymonkey.com/s/BWK_Second_Stretchgoal).

And there will also be a loca kit so the community can do additional text localizations.

qlum

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Re: Wishlist - Overview
« Reply #10 on: 2013-07-03 21:10:50 »
maybe an idea here even if it is not really a wish per se it is just something I would think is cool.

a sapper transport, a transport vehicle that can move underground and can dump units behind enemy lines. The vehicle should have some sort of ammo or fuel burn (due to the high energy consumption of tunneling) when moving underground so it must be replenished and can't go underground turn after turn. Another thing could be that it can store units underground but at the cost of them losing health each turn however it can move underground and get above ground in one turn so it will not always be a problem.

just something I thought of just now and liked to write down.

mbrown3

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Re: Wishlist - Overview
« Reply #11 on: 2013-09-06 17:10:35 »
It's a nice list.

My wishlist now:
* Differenciate units types and units colors: red and blue colors are not bright enough and spot my own units easily
* Too many units types make them harder to differenciate them too
* Keep the gameplay fast: TBS are slow, and move/attack shouldn't require more than 2 clicks
* Don't overcomplicate the gameplay with hard to understand rules, like Joker actions

Can't wait to see more.

I agree with all of the above except the "too many unit types". I like having more units to use, even if I'm not 100% sure what to do with all of them at first.

The biggest issue for me is the color of units. I can't differentiate between them. Several times I thought I had more units, only to find out some of them belonged to the other team. Why can't they just be different colors? They all look the same (not in design, but in the light blue color).

EightBitRanger

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Re: Wishlist - Overview
« Reply #12 on: 2013-09-07 20:56:49 »
Might be a good idea to consolidate all of the feedback / bug reports into one thread and make it a sticky so you don't have potential repeats of the same thing and a dozen different threads.
Just my two cents.

Anywho, updating my launcher now so I can actually comment on the game itself.

Pham

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Re: Wishlist - Overview
« Reply #13 on: 2013-09-09 20:13:00 »
split screen multiplayer is a terrible idea for this type of game.
My first strategy games were:
Nectaris: Military Madness (TurboGrafx 16)
Dune II: The Building of a Dynasty (PC Floppy)
Warcraft II: The Tides of Darkness (PC CD-ROM)
Heroes of Might & Magic II: The Succession Wars (PC CD-ROM)

M2

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Re: Wishlist - Overview
« Reply #14 on: 2013-09-10 16:23:47 »
[Sorry if I'm posting this in the wrong thread.]

Being a Kickstarter backer of Kronos and having surveyed other launch platforms like IndiegoGo and Greenlight, here's a few suggestions to make the game stand out:

+ Implement a decent, hot-seat co-op campaign. There's a niche in the market, even among turn-based strats, and this would probably encourage positive reviews and (more importantly) word-of-mouth promotion among avid 'table-top' gamers. The game's mechanics (as of Beta version) would already allow for that, it's a question of tweaking the single-player campaign to allow for a slightly different experience when played co-operatively (in hot-seat mode and over Wifi/LAN).

+ This has been proposed before, but got to emphasise: give as much free reign to creative, emerging game-play as possible. The re-playability of Medieval Total War 2 rested on the fact that whenever the 'physics' of the in-game world were intuitive and stretchable on both the campaign map (Player: 'What if I assassinate the Pope and then help my ally's bishop to be elected, so that country X can be excomunicated... Hey, it actually worked!') and on the battle level (Player: 'Let's concentrate artillery fire away from the gate onto that wall and make it collapse onto the troops huddled behind it... Wow, the game actually let me do that!'). So: let units move hex-by-hex. Let them chose when to fire, let them surround enemy units first and then attack, let them hide and use terrain, let the player retrieve and repair the wrecks of disabled enemy vehicles. A few simple additions to what the player 'can do' will multiply in-game possibilities exponentially.

Glück auf, weiterhin alles Beste für den Entwicklungsprozess!