Bigger maps&Raiding

Bigger maps, please!

The problem now is that stealth isn't very usefull, scouting is almost useless, and walking is so fast, teleporting is really only usefull if you can micro manage very fast(or in my case, have a good computer...). And you can't avoid demigods that are on the same lane. If just the size of the maps were increased, this would benefit gameplay alot. 

 

Oh another thing: make the gold mines spawn workers or soemthing similar that automaticly walk to your base and drop of gold. This may sound a bit complicated and stupid, but right now there is no way to seriously raid. With this change, you would be able to raid these supply lines and thereby damaging your enemies war effort.

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Reply #1 Top

I like the idea of some how hindering the income of the other team. Stopping an opponents income is a huge part of other RTS games.

Reply #2 Top

It might be interesting if the Flag-Lock item could be used on ANY flag, regardless of ownership to stop it from working, while at the same time, stopping it from changing sides.

That way, there's a lot of uses for a single item - defense of your own flags by locking them when you know you can't hold them, prolonging a push by locking a recently captured flag or simply running behind enemy lines and locking their gold mine flag, etc.

Reply #3 Top

flag locking not only locking the capture-aspect but also stopping the flag effect from working sounds really interesting.

Reply #4 Top

If they did that I think they would have to make the locks pretty expensive to prevent spamming them and locking the other team out forever of all their bonuses.

 

I like the convoy idea but it should be an option if they did it at all.

Reply #5 Top

Well, the only denying I've seen so far in the game for gold is that many gold mines have a flag associated with it. Capture it, you get the gold rather then the other team.

But the flags are rather well defended and are easy to take back. I do agree there needs to be some way and I really like the idea of...SOMETHING being replenished up to a cap that the enemy can 'kill' or something. :) 

Reply #6 Top

I suggest that they put some cross roads inbetween lanes like they have in Tides of blood and maybe Dota so theirs the possibility of coming up behind the enemy and then stealth would be a nice move.

Reply #7 Top

Oh another thing: make the gold mines spawn workers or soemthing similar that automaticly walk to your base and drop of gold. This may sound a bit complicated and stupid, but right now there is no way to seriously raid. With this change, you would be able to raid these supply lines and thereby damaging your enemies war effort.

This

Reply #8 Top

this what. lol

Reply #9 Top

The current system is that if I cap a gold mine flag then the income from that flag is added to my team's gold per second.  It doesn't matter where that flag is on the map, so there is no depth in choosing to cap it.  I don't have to consider exposure or consolidation, I can just wander around capping things until you stop me. 

If you make capping the first step in a process that established an interruptable route of supply then you've really made the game deep, without too much effort.  You give gold a strategic impact beyond what it buys you. 

A line of gold mules is something I can harrass, raid, and disrupt, and if it's too long or exposed it will break quickly. 

(Big maps are always a good idea, but I would consider changing the title of this thread to reflect the gold route idea too, might interest the devs)

Reply #10 Top

Just a though but I think gold transporters should have great health, heal when unattacked and have a really weak attack so that you can't just run a minion in and kill their gold supply. Also u should change name

Reply #11 Top

Quoting Soccer194, reply 10
Just a though but I think gold transporters should have great health, heal when unattacked and have a really weak attack so that you can't just run a minion in and kill their gold supply. Also u should change name

If yon devs were really busy they could just implement mules as a line of dancing gold coins moving slowly toward your citadel.  All you have to do to interrupt is stand in the flow, and the coins would be sucked up a la Super Mario Bros...Or if you wanted to up the immersion factor rename gold as "spirit" and have a flow of dancing ghosts...Either way you don't need to implement health or attack animations, all you are dealing with is slow-moving, incremental powerups. 

Reply #12 Top

Maybe a flying convoy to keep crap off of the map...... This would also make some demigods better at harrasment then others -Cough- Regulus -Cough-. You would also have to implement a way to rebuy the mercahnts, convoys, workers.....

Reply #13 Top

I think this topic needs to be renamed to Gold Mine/Resource discussion.

Reply #14 Top

ooh, ooh. pick me!

 

TBO, take a look at the SupCom mod 'Mini-Commander'; that effectively makes maps bigger by shrinking everthing else down. 

tell me if you think that would work in DG and i might finish porting it over.

Reply #15 Top

Why would you cap your own flag if it stopped its production? That would be the same as losing it for a bit, only the enemy wouldn't have to do anything.

Reply #16 Top

No, it wouldn't be. If the enemy capped it, it would start working for him. If you locked it down as per my previous idea, the enemy would not only need to wait longer to cap it (thus forcing him to stop advancing with his demigod), he will also not reap the benefits of the flag until it has unlocked and he has capped it. It's Scorched Earth.

Reply #18 Top

I hope this gets some attention soon!

Reply #19 Top

Quoting Ke5trel, reply 9
The current system is that if I cap a gold mine flag then the income from that flag is added to my team's gold per second.  It doesn't matter where that flag is on the map, so there is no depth in choosing to cap it.  I don't have to consider exposure or consolidation, I can just wander around capping things until you stop me. 

If you make capping the first step in a process that established an interruptable route of supply then you've really made the game deep, without too much effort.  You give gold a strategic impact beyond what it buys you. 

A line of gold mules is something I can harrass, raid, and disrupt, and if it's too long or exposed it will break quickly. 

(Big maps are always a good idea, but I would consider changing the title of this thread to reflect the gold route idea too, might interest the devs)

 

Maybe I just don't get the discussion but by placement of flags, they are already doing this.  If you cap a flag in my territory you already have to realise I will be annoyed and attempt to quickly recapture it.  Having dumb guys (mules) doesn't change that flags in the middle are more vulnerable to loose, while flags in your base are more protected.  I am not sure a visual representation of this is apprpriate.  Realize this is not a random location in the world your demigod is fighting over, but a pre-built arena meant to show the gods of the pantheon that you are worthy.

Reply #20 Top

As it stands now the flag system is pretty simple (and maybe that's ok.)  If I capture a goldmine flag then my team gets that gold, and your team doesn't.  Everyone on both teams knows when a flag has been capped, and you don't have to worry about the resources or buffs it gives you because they are showing up right there on your counters.

You play Sins, right?  Imagine that trade routes didn't require trade ships, you could just set up your trade ports, ring them with repair, and let the income roll in. 

If you add an element of transport to the flag system it gets messy, vicious, and complicated.  It might not be viable, in program or gameplay.  But suddenly capping the flag isn't enough, because somewhere down the line in the fog of war someone might be leaching off of your supply.  You need to have awareness of alot more elements, and the capacity to maintain that awareness.  Dependence on flags is lessened a little bit, you have an alternative...

We are playing in artificial arenas, but the further we take that from 'clinical' the better, imo...

Reply #21 Top

Ke5trel explained it wonderfull.

 

I'm open for title suggestion btw.

Reply #22 Top

Gold System discussion or something resembling that.

-Basically my problem with the current system of income ( gold ) is that its almost impossible to mess with your opponents income. The goldmines are so well gaurded and deep in the bases there hard to take. If you manage to take one you will probably end up loosing it shortly after aquiring it. Implementing a merchant unit ( some kind of killable unit that brings gold from the mine to your citadel.... ) would make raiding a very viable stratedgy. This would increase this games depth yet again.

Reply #23 Top

Well, we haven't seen what kinds of Flags there'll be. Not to mention that the new Demigods might have ways to harass more effectively - perhaps the General's minions can capture flags? In that case a sacrifical minion for a quick harass might be viable. Perhaps the added mobility of Regulus, cheaper teleport items or other abilities we haven't seen yet will make harassing easier and more viable. We'll have to wait and see on that topic I think.

Reply #24 Top

Hah. If goldmines are deep in base and capturing them is extremely done than how will attacking caravans be any easier hmmm.

Reply #25 Top

You can actually kill them???? in like a few hits.... how many RTS's have you played???? Killing whatever produces your income is hugely important. If its just a flag you can't destroy it. You need it to be a unit or a building thats destroyable. The player that got raided would have to replace the building/merchant so he can keep up with your income or suffer the consquences. Being able to kill something rather than taking it would cause actual damage instead of loosing your gold mine for maybe 30 secounds until you take it again.