Vanadrom Vanadrom

The "Generals" Discussion 2.0

The "Generals" Discussion 2.0

All things Generals, Development and Discussion

The "Generals" Discussion 2.0

    Since Beta 1, we've been dealing with Assassins and we know them and love them for what they are. The introduction of Beta 2 brought a new side of the game into the light, Generals, and though we know they are far from finished this thread has been erected as a staple to help them grow into becoming something fun and unique to play. Join our discussion, express your ideas, and remember one fact when considering feedback:

  Important Notes 

* Consider how Generals can become more unique, within the bounds of what is already existing in the game of course.

* This is not the first thread of its kind, the original thread is found here: Demigod Journals: Generals

* Please provide clear feedback, following these guidelines:

   - Title your ideas.

   - List them in short, concise bullet points.

   - Give details, in order, well below the list of bullet points.

   - DO NOT quote other people's ideas in full length and type: "I agree"

   - DO NOT quote other people line by line to "break down" their arguements.

Current List of Generals

Some Materials for this list originated from this thread: General Generals 

For more details on each General, pleaese visit link provided above.

Oak 

Lord Erebus

Sedna

Queen of Thorns

 

Primary Concerns from Community

  • Generals are, at present, nothing more than Assassins with the option of additional units.
  • Plays exactly like an Assassin.
  • Can do everything an Assassin can, but thensome.
  • Doesn't even remotely feel like an RTS element.  

 

   There is a lot of feedback from the community again Generals, this is why I'd like to make this thread more of the focus of that dicussion. In order to start things off on the right direction, I'll provide my feedback here as an example of the guidelines I've listed above. Thank you for your cooperation in this effort to expand upon the game in this open form of communication between community and development.

 ~ Orlean Knight



 

Suggestion: Generals and Assassins play 100% Differently

 

   Right now, my largest concern with Generals, even though they are a new element that is far from complete, is that they share too many things in common with an Assassin. I feel that they should play very differently, and get rewarded in different ways. Assassins should play very differently from Generals, and in essense be almost two different games. Complicated indeed, but I think I have some ideas that may get things moving into that "gereral" direction.

 

Overview: 

Things I feel that are WRONG with Generals

  •  Generals hold their own against Assassins.
  •  Generals have to enter the battle and lead their minions.
  •  Generals can not develop or adjust their minions.
  •  Minions are not a General's real strength.
  •  Generals can wear equipment.
  •  Generals have combat abilities to battle against Assassins.
  •  Generals have no unique form of income.

 

Things I feel Generals MAY resolve these issues

  •   Generals should be no stronger an Giants.
  •   Generals can command and control their presence throughout the field, without leaving the base.
  •   Generals can upgrade and adjust their minions attributes like the Citadel.
  •   Minion's are the General's presense on the field.
  •   Instead of Equipment, the Shop has sections for Generals to develope thier Minions.
  •   Generals should have abilities which focus on healing and buffing grunts and minions and maybe area attacks.
  •   Generals can earn gold to Upgrade Citadel, but a General's power pool could be generated from the death of mindless grunts.

 

 Breakdown: 

   When I think of a General, I think of a miliatry tactition who doesn't stick their neck out in the face of combat. Instead, they focus on amasing strength in numbers of having youthful muscle run out and do all the fighting for them. A general shouldn't leave the base, and if they do it should be for two reasons:

  1.  The enemy is breaking into the base, and more defense is needed on the front lines.
  2.  Your team is pushing hard on the base and they need an outpost to keep the push going.

   A General should symbolize the measure of your war effort, and can have a lot of power when it comes to the direction and motivation of units on the field. Like in most RTS games, the General is the player themselves, the mouse pointer and the screen. The physical form of the General should only be a means in which to halt a player's command of an army for a duration of time. Making them a target which sits safely inside of the base behind defenses.

   Unlike the Assassin, the General should use minions alone to try and take down enemy Demigods. Their Minions alone are their strength, and their only real physical fighting power. They can develop minions in the base using the shop as seen below:

Image Explaination:

  1. This modified General Shop shows several unit types on the left that a General can summon via the Star Icon.
  2. Selecting a unit shows upgrades for that unit type alone. Allowing you to increase armor and damage for choice units based on your play style.
  3. The skull is an additional upgrade which adds effects to units on death. Making Assassins think twice before killing your minions.
  4. The blue icon at the top is an idea, it represents Souls that Generals can collect and invest into upgrades.  

Souls

  This is an idea I have, I'd like to know what others think. But I feel there needs to be a proxy for the General on the field, and I feel that could be in the form of a Soul Reaper. This unit is the only thing I can think of that would actually be something 'new' that the artists would have to generate, so therefore it makes the suggestion questionable. But even so, I'll illustrate the idea as best as I can so help others judge whether or not something like this is a good idea or not.

Soul Reaper

   This proxy can be a critical unit which, like the Oak's ward, can draw in souls from units that die near it. These souls can then be utilized by the Generals back the base to invest into various unit upgrades. These Soul Reapers become a prime target for shutting out the production of a General's units, and also makes them very precious for the General to keep alive. I would imagine they wouldn't be able to defend themselves, but instead have a good sum of HP to absorb some damage, and they protentially even be upgraded. This idea is variable, I just felt it'd be interesting and different.

 

Experience Points and Abilities 

  Well if a General is not in combat, how would they accquire experience to develop their abilities? This question could be answered with the soul idea listed above, but just incase no one takes interest into that idea - there would need to be a sound alternative. I feel the minions under a General's control could be able to amass experience points just like other Assassins. When they kill something or capture something, that experience is transferred into the General who can gain levels and put points into developing abilities that heal and buff their minions and grunts. Also, potentially Area Damage skills can be used as well to frighten off Assassins who try to hinder your army's movements.

   Protection spells seems like very good alternative to attacks, such as putting up a shield against the Torch Bearer's Rain of Ice for instance. A high level Rain of Ice can sunder a whole army, but if a shield is thrown up to cushion the blow, the General's army can still push on and lead the charge. These abilities can be cast anywhere within a minion's range and proximity as the General remains in the base.

 

Fortifications and Outposts

   Another idea that would make Generals interesting would be to turn them into physcial outposts, think The Queen of Thorns taking root and opening her bud. She is underguard by her Honor-Guard while in this mode, these units can be deployed by her and are seperate from her minions that she produced back at the base. This mode leaves the General very vulnerable, but can become a big help to a team on the move. Because a General can then spawn units from their location to quickly aid in the battle, furthemore magical orbs can appear which can be remote links to the Shop and the Citadel for friendly Demigods to use so they don't have to run all the way back the base and keep the forward push strong.

   I would also image a General in this state can emit an aura the increases the defense of Towers of Light, making them a suitable defensive line against Grunts.

 

Death of a General 

   A General's demise should not spell the end of his/her units. Instead, they will no longer have a leader to command them. Minions in this state can go "rogue", attacking anything and everything in thier proximity, even friendly Demigods. This should make Generals think twice about leaving the base and making themselves vulnerable to attack. Once a General comes back to life, they'll regain control over whatever survivers are left of their once proud army.

 

Unit Flexibility 

   Aside from just be able to purchase units and upgrade them, Generals should be able to choose from a wide range of different types of units, including Angels and Giants, which will allow them to make an army more tuned to their play style. If they want slow, lumbering tanks on the field - allow them to summon Giants early on, but of course restrick their numbers. I'd like to see many different units, allowing for Generals to make an army they really can call their own, and plays the way they want to.

 

And that to me, is what I feel a Genral should be about. Any questions? ^^

 

 

 

 

448,284 views 183 replies
Reply #77 Top

Quoting Soccer194, reply 25
I said not a demigod. I'm sorry but they should have to use both their units and their general. Without their general I was saying they should do alot worse not because generals should be able to crush the opposing. More of their general inspires them to do awesome feats of carnage and how others have suggested the closer a generals units are to him/her the better they should do. Those people who only want to use their general units not their general should go play a normal rts.

sry slippery posted when I was writing

You use the ACU in SupCom quite a bit, and hes the general. SupCom is definitely an full-fledged RTS.

'Those people' are the people who are buying the game, so the game better damn well cater to those people. How about 'those people' who only want to use their general, not their units, go play a normal RPG? Don't tell anyone to leave because their expectations werent met.

That said, I believe that the minions should have more freedom and more customizability then they do, but not be fully independant.

Reply #78 Top

Slippery, I'm afraid if 20 units under the control of a Demigod is the sum of all the RTS parts, then we might as well just give up on the idea of Generals completely and just makes Demigods.. well.. Demigods. We've gone over the numbers time and again, there just isn't enough depth and difference and that is the main focus of this discussion.

Reply #79 Top

Let's face it, the ways that Generals can change are very numerous, and different ways appeal to different people. But right now, they really are just Assassins with extra buttons on the UI. They don't seem like a completely different role, they seem like a subcategory. Honestly, I hope everyone at least sees that.

Reply #80 Top

I never said I only want to use demigod but in normal rts's heroes do fight but wether u use them or not does not totally effect game. In supcom u use commander to build, repair and maybe fight in begging of game which is what some people want to do. Also 20 units was more or less the amount of units an entire faction would control in warcraft 3 and other games. So I'm with him 20 units is enough

Reply #81 Top

im pretty sure i can control more then 20 grunts at a time in Wc3 ive had at least 3 full groups which is 36 of them

Reply #82 Top

Quoting OrleanKnight, reply 3
Slippery, I'm afraid if 20 units under the control of a Demigod is the sum of all the RTS parts, then we might as well just give up on the idea of Generals completely and just makes Demigods.. well.. Demigods. We've gone over the numbers time and again, there just isn't enough depth and difference and that is the main focus of this discussion.

Why give up on Generals? 

The thing is that all you have to do to make Generals play differently from Assassins is tweak them.  That's it.  Change the numbers a bit and you have Generals who play much better with minions than without them.  Bam! = RTTS.

Slipperysnake is confused because we have people bringing in base-building and other RTS conventions that don't really have anything at all to do with this game.  There are alot of good discussions in this thread on how to alter the Generals we have in the game we are playing, so why are we giving up on the concept just because it isn't SupCom?

Reply #83 Top

That also depends on a number of different factors, such as the strength, type, size, and freedom of the units

EDIT: Also, I agree with Kestrel in that base building would be out of place.

Reply #84 Top

It is unfair for Generals to have to pay gold to get their minions. The big income moments are killing Demigods, which isn't and shouldn't be on a General's agenda. 

Make minions available from the beginning. Their strength should be dependant on the General. Perhaps a certain %. So as the General is improved upon, so are the minions that serve under him/her.

 

I also think Generals need more that offer buffs and significant boosts to the creeps. 

Reply #85 Top

Why can't we focus on helping make the game good rather than titles?  Who cares if its RTS, RTT, RTTS, RPG with RTS elements or any other genre?  Let just make it fun.

Also, why do all of the generals have to have the same mechanics?

The more unique the heroes are, the better in my personal opinion because that means theres more likely to be a hero that fits a playstyle that I enjoy.

I am strongly in favor of having 1 hero that play much more RTS like.  His units can capture flags.  One unit type is good against other units, another unit type is good against buildings, and yet another of his is descent against heroes.

But I also like the idea of having 1 hero only get units via killing.  Like if the current vamp hero got an undead archer hero from killing an archer, etc.

A hero who also makes dozens and dozens of units could be fun too.

Also, everyone loves a good tower defense map.  A hero that focus on towers could be nice.  Those don't have to be the only ideas though....

Reply #86 Top

A part of me wants to say just make Generals spend War Score on their minion purchases, while keeping the gold for the same things every other demigod uses it for. Generals will have less gold since they're not in the action as much, but it won't hurt them because they'll have the War Score to spend on their main purpose. Also, that would free up Assassins to spend their War Score points on Citadel Upgrades.

Reply #87 Top

I said more or less depending on things. I excluded all miners fyi. Well if someone had lots of chimeras cause their ally got lots of hippos than they will have less than 20 units. I mostly agree with burnmelt and ke5trel. Though instead of thinking of how to make a play style fit a demigod, i think we should thionk about what kinda play style does each general look like. erebus for example kills gets his guys. Oot looks like she should be able to summon or some how takeopver with thorns.

Reply #88 Top

Good idea on minions able to capture flags. Also, provide general with exp even if he is not in range.

 

I'm not so keen on having to summon minions twice to reach the full 4. Just let us need to do it once. My view on controlling minions is similar to controlling squads in Company of Heroes or Dawn of War. 

 

I also think it would be very spiffy if we can have our General join with one minion squad to strengthen himself and them.

Reply #89 Top

 

I posted something along the lines of this, in that Generals as they are right now are assassins with creep adds.

 

Which isn't a bad thing - it fits in with the DotA model, but isn't as interesting as it could be. I have a few suggestions that would increase the difference between generals and assassins but keep the same gameplay, more or less.

 

  • Different citadel upgrades for Generals and Assassins. Assassins would focus on generic upgrades like gold over time, gold from kills, graveyard rez speed, etc. Generals would focus on Creep upgrades, with possible a sepparate upgrade line for each sort of creep that would end in a new ability for them (like max rank Minotaurs could prevent people walking through them)
  • Instead of the idols and summoning mechanic, Generals should get a "General Portal" close to the citadel from which they can buy waves of creeps - including early game Giants if they get enough cash - they would also be able to chose the path of the creeps that spawn from their portals. Each General would buy their own waves and set their own path separatly.
  • Take away one of the Generals current activable abilities and replace it with a more creep-centric ability, such as a spell that would greatly improve the power of creeps in a wave - possibly rendering them resistant / immune to damage and increasing their damage. Or being able to focus them all on a target with a "mark".
  • Make all General passive abilities affect creeps around them, make Torch Bearer's auras affect only Demigods.
  • Allow Generals to buy an item that allows them to repair or rebuild a destroyed tower. Rebuilt towers could only be built along a working "tower path", as in they couldn't rebuild one of the very first towers when all the other ones up to their citadel are destroyed, they'd need to rebuild the ones next to a citadel first. Remove Rook's Power of the Tower ability.
  • Give Generals better creeps and better control over their creeps. Generals should be able to place a group of creeps at a flag to defend it, and those creeps should be powerful enough that they can hold it long enough for people to rally and help them.

 

These are all changes that wouldn't change the gameplay of the game too much but really give a different feel to Generals and Assassins.

Reply #90 Top

Quoting hiddenranbir, reply 13
My view on controlling minions is similar to controlling squads in Company of Heroes or Dawn of War.

I also think it would be very spiffy if we can have our General join with one minion squad to strengthen himself and them.

 

I think Dawn of War is an excellent example of how Generals and it's minions should interact. The minions themself can be Summoned as a single but with gold can be given an increasing number of that unit in the squad, the General can also "attach" himself to a particular group which would give that group an increased battle ability as well as giving the General an ability of his own. For example attaching the General to a group of monks would give him increased HP regen or attaching the General to a group of minotaurs would allow his attacks to be more deadly or cause splash... etc.

Reply #91 Top

I'm sry but I mostly disagree. right now creeps basically change the fate of the battle so if it was 1 assasin vs 1 general your way with the citadel upgrade system, the general would win. Torchbearer's auras are fine he's a spellcaster it fits him perfectly. I think generals should have to buy things to get warriors because if u gave them more moves to summon them u would have to give more for assins too. if u take away generals move it makes them as a group less unique. Just like assins need good items to win generals should need good idols. Towers right now are pretty destructive which is good, but allowing some one to repair or rebuild them would un balance game. An upgrade at the citadel can repair anyway. I do agree with your final bullet however. I dodn't think they should rip off dawn of war hiddenranbir. The generals dodn't need alot of creep centric abilities. Basically generals are going to be stonger versions of rts heroes. Rts heroes usually dodn't have abilities to help their allied units. Some however do have leadership which mean when a certain heroe is near their troops their troops do better which I think should replace stat upps. I guess thats sort of what u were think whatever. Anyway generals shouldn't be able to buy the privledge to control a wave but be able to buy an extra wave that they can control.

Reply #92 Top

Oak with his minotaur, more than 20, not enough to kill a living castle ;)

  • I dislike the idea of choosing path for a wave of creep, this is not strategy
  • Casern are not necessary, the totem system coul be fun but need more slot and more choice for the unit you can buy. Perhaps should demigod use gold instead of mana (paying real god like Mars to send more troop :D), dev have to add more unit (and we need to see their stat)
  • But i really want some sort of flag outpost in wich you can upgrade defense, and slot for ,hp crystal ,gold mine, item shop, demigod have to maid a choice
  • Upgrade you citadel defense via the citadel menu and buy more tower (but the base start with less)

RTS is about decision making

Offensive or defensive; ressource, support or technology; this or this units etc.

  • idea: scout (spirit)

But don't forgot, the game need to be playable 1v1 Assassin vs Assassin, Assassin vs General or General vs General, it's a hard job to do.
Nice to see dev reading ;)

Reply #93 Top

Alright well I think you guys have some valid ideas about what kind of tweaks generals should get.  I like the idea of having leadership qualities so when a general is near troops he gives them a bonus, this just makes sense.  I think a lot of people think the play between assassins and generals are too similar because there isn't much focus on the generals minions.  I have at least noticed it with myself that I spend most if not all my time when I am a general casting spells rather the microing my units.  Does this mean that the generals should have less spells or rather more powerful units that can be summoned less frequently.  Maybe the problem isn't the spells but the unit variety that needs to improve like you have said.  I don't just think it is the fact that you can't upgrade your units because that is secondary to controlling them.  I am not totally against it but I don't think being able to upgrade them will really change gameplay much.

Reply #94 Top

In other RPG or RTS, you can differenciate a gobelin archer from a tauren, currently you can't do the same in DG.
If player can understand more of what is going with his units, he can start managing the battle.

 

(not really clear, for short agree with slipperysnake)

Reply #95 Top

But don't forgot, the game need to be playable 1v1 Assassin vs Assassin, Assassin vs General or General vs General, it's a hard job to do.

Where did you get the impression that it has to be 1v1 balanced? So far there's no indication whatsoever that there's any 1v1 maps.

Reply #96 Top

Quoting DatonKallandor, reply 20

But don't forgot, the game need to be playable 1v1 Assassin vs Assassin, Assassin vs General or General vs General, it's a hard job to do.
Where did you get the impression that it has to be 1v1 balanced? So far there's no indication whatsoever that there's any 1v1 maps.

 

I think he's making the assumption that if it's not balanced in 1v1, it won't be balanced with a higher number of players.  It's a valid assumption though.  I think it would be stupid to make a 1v1 impossible.

Reply #97 Top

You should take a look at other games that are as team focused as Demigod - in the RTS bracket, World in Conflict is a great example of a 1v1 less RTT with the same team focus as demigod, while in the RPG genre, pretty much every team based RPG is a perfect example - DnD being the natural prime. You won't ever get something done with just one party member - you need a team.

Another example would be Team Fortress - one Medic vs one Soldier isn't balanced, yet the team game is. Battlefield - one Anti-Tank soldier vs one Anti-Infantry soldier is not balanced, yet the game as a whole is.

Demigod is highly team focused, with no indication to the contrary so far.

Reply #98 Top

So far from the games i have played i found general minions to be lacking in end game.

It is too easy to wipe out all 12 units with little effort. A few ideas:

  • Upgrade minions with the same skill you use to upgrade your character.( the more hp / dmg / mana / regen skill)
  • 45s cooldown on summoning is way too long when it takes 2s to kill all of em, mana cost is too much too (especially for the lvl 1 minions)
  • maybe dump the summoning alltogether for a different mechanic (generals portal / minion spawns at hero every 5 sec?)
  • I like the idea of a minion skill tree where you can invest in skills for having more and/or better minions.
  • give generals more support / heal / buff / aoe skills, less direct 1v1 attack skills. ( 1v1 for a general with no minions should mean certain death )
  • combined with the point above, give less money for killing generals and give some for killing trash mobs.
  • Weaken assassin aoe skills somewhat or atleast let them have a lesser impact on general minions.
  • make it so i can see how many of each minion type i have alive
  • Make minions a bit smarter (eg. archer mobs back up when their target is coming closer)
  • Priests should only heal
  • sliders for army configuration. for example: general has max 30 units (or more!), then i can adjust sliders so i can set 15 melee, 10 archers, 5 priests or something like that. Minions warp in, or come form portal on regular intervals after they die.
  • At lvl 25 i want an army of tough minions, not 12 squishies.

basically: Minions should be the core mechanic for generals, not just a gimmick.

 

Another idea that is roaming the vast emptyness of my mind:

  • remove normal attack, for generals. selecting a target makes your minions focus on that target, no target = minions regroup on you.
  • add 'tactic buttons' on top of the select minion buttons. For example: a perform flank maneuver for my melee units. Or a surround maneuver for my ranged. Things like that

 

Reply #99 Top

I dodn't like getting minions by anyway that doesn't have to do with gold because U guys keep on thinking they need to do so much more, than 1602 u suggest weakening assasins. NOOOOOOOOOOOO. To sparika u dodn't really need scouts in this game unless your regulus for sniping. U guys are totally missing the fact that we are trying to make it easy for devs so they dodn't have to make alot of changes. U continue to ignore this fact and the fact that all assasins must be balanced against all generals.

Reply #100 Top

i agree with soccer lets make really tiny changes so its easy for the devs and make this game fail to deliver what it promised and just make everything assassins im all for this idea