crasleen_games [developer] 11 Jan, 2018 @ 11:12am
Warbanners-2
I'm thinking about Warbanners-2. Of course, the Warbanners game is not ideal (I'm not talking about the visual part). But I want to make ideal Warbanners-2))).
The concept of Warbanners-2.
"Half-open world." It consists of nodes (points on the world map), between which the player's army moves freely. You can go to any of the points, go back, visit the city... Plot. Walkground is nonlinear. When you move around the world map, you spend time and money (food and payment to soldiers).
Army recruiting. Differences from Warbanners:
- Presence of army reserve.
- When performing special conditions, you can hire orcs, monsters and even some of the undead. But, for example, paladins will not fight in the same army with vampires!
- You can hire units of any level.
- Improved units free. Improving each characteristic or learning a skill costs a certain amount of experience. That is, an improvement over experience, and not for achieving a level.
Changes in the combat system:
Increasing the role of Morale (units will flee more often from the battlefield). New active and passive skills, spells. Units will be able to learn more than 3 active skills and spells (probably).
Other changes:
Permadeath. Injuries (temporary or permanent) - similar to Battle Brothers, but they will be less. A massive debuffs debuffing spell. The ability to create your own maps in the editor and change the units (probably).
Cooldown will, since the use of certain skills (for example, calling a toad, throwing a dagger) can limit only Cooldown.
Dear players! Please help make Warbanners-2 an ideal game! What else to add or change? Suggestions for the combat system, units, objects of the terrain, spells, skills, etc. Thank you!