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ThatguyAds1298 10-13-2011 12:37 PM

Reverie's Next Game? Your Wishes!
This is looking into the future but i thought it would be fun to do some good old speculation for the players and developers to discuss, So! What would you like to see for Reverie's next game? Wants? Dreams?

I was thinking some sort of RPG sandbox experience, with some awesome online features just like DoF's online kingdom, Where you can build a village or something but are able to walk around in first person as you play the game and do quests pvp and all that.

So what Genre / type of game would you love to see from Reverie in the future? Feel free to post examples of the kind of game youd like for example 'I would like a game that is like Dragon Age style gameplay'

Im very curious as to what the community thinks.

The futures bright!

andreicde 10-13-2011 03:02 PM

or they could just add an rpg type of thing in this one.It would make it even more unique.

Dreamwalker 10-13-2011 03:46 PM


Originally Posted by ThatguyAds1298 (Post 63926)
I was thinking some sort of RPG sandbox experience, with some awesome online features just like DoF's online kingdom, Where you can build a village or something but are able to walk around in first person as you play the game and do quests pvp and all that.

I had an idea a while ago a bit like that, but a bit different: first of all, your character is a powerful sorcerer/demigod. :D

In singleplayer, it's the ultimate sandbox: you create your kingdom, use your powers to design creatures and such, and so on; but you can even create enemies for you to fight, both on purpose and aciendently; though just because you can make enemies, dosen't mean you can kill them! ;)

In multiplayer, you fight against other demigods, trying to take over the map. But the other players arn't the only rivals; there might be some AI neutrals on the map too, who can be really annoying in the early game.

The maps would be radically different, from flat plains to primordial islands to a suburban town. :D

But throughout the entire game, you play as your demigod, in RPG style: leveling up your character to gain more powers.

Joseph Visscher 10-13-2011 04:38 PM

This is my own idea. obviously nothing official Ha.

Castle Wars Online.

MMORTS again but a lot more simpler.

Currencies: Experience and Gold.
Gold: Gold is used to purchase troops, construct siege weaponry, upgrade armor and weapons, refil, reuse and construct defensive siege equipment such as boiling oil or rolling logs.
Experience: Experience is used to research and unlock building types, unit types, siege weapons, wall types, wall upgrades, troops armor and weapon upgrades.

Races: Only Humans, but many many different types of customization for units and walls.

Main aspects:
Players and their custom built castles go into a 1v1, 2v2, or free for all battle that pastes these castles into each corner of the map. You build the walls the way you want for real, not like Dof's preplaced designs. You can also build buildings anyway inside your wall layer. These buildings are purely for military production and improvement.

Castle wall limitations:
Castle must have a gate which is accessible to the outer corner to the inner keep, there is a no build area around your keep and you can build only so far to the edge of the map where you will get pasted into other maps with other castles. other than that your design is your own but players and yourself must be able to go in and out of your castle and keep.

Each castle has a keep inside which holds the king, I could see 3 main gamemodes:
Elimination - Destroy the King of the other players, King would be controllable with alot of health a tank type of unit that could fight with his army.
Capture the Keep - Have units inside the keep with no enemies around and the king will surrender, king is uncontrollable and does not fight.

Your castle and troops go from one game to the next. Including damages.

Aside from the gamemodes there would be the sandbox build mode, where you are alone building your castle or training troops, upgrades, wall upgrades, etc before entering a match. In this gamemode you have control to repair, remove, replace or simply move your walls buildings etc, when removing a wall you are refunded its cost in the percentage of its health, so if its 50% health you get 50% back. Walls, buildings and units can only be changed, trained and edited in this gamemode.

You start with only a few available segments of weak wooden wall which would be free for up to a number of segments per game with a shaggy weak gate which any old sword can ram through. You start with only small basic unit types and have to work your way up unlocking other more advanced units and equipment.

There would be around 3 types of humans lightweight, medium weight, heavy weight, each with their own weight limit and base speed, agility and health. Each type of equipment would weigh an unique amount, so a light weight could not possibly even carry the heaviest sword of the heavy weight.
Each of the 3 types have unique hitpoints, the number of successful hits before they die. each stage would add 1 hitpoint, so a light weight will die on any successful enemy hit that pierces his armor and or gets past his agility with a lethal blow, meanwhile a heavy weight can take 2 hits then go down. Thing is is the lightweight is faster and is more agile able to dodge heavies' swings most times.

There is 3 factors to a 'hit' on a unit:
Agility - ability to counter or deflect or dodge a strike.
Armor - It hits but it does not pierce the armor to do any damage.
Hitpoints - a successful hit but for heavies and mediums will need more than 1 successful hits before dying.

A sub factor for Armor is that there is 3 type of armor types: Slashing, Crushing, Piercing, each giving different percentages of a successful hit depending on the types of damage.

Here are the types of damages:
Slashing from swords and sharp swiping type of weapons.
Crushing from physical impact such as war hammers or large projectiles such as javelins.
Piercing from arrows and spears that pierce the armor straight on.

Projectiles will be handled more realistically not like how Dof does it. There is an amount of arrows that each archer can carry, which each one effects his weight and therefore speed and agility, The projectiles are fired by your command and are very deadly if used correctly, the chances of killing something with them depends on the type of armor of that unit that it is hitting, the speed of the arrow on impact and the orientation of that unit, if a unit has a shield and is facing the archer it will do nothing at all, and the type of arrow, some arrows will be light and wont even pierce the armor of a heavy.
Projectiles can hit allies. projectiles can not be reloaded if under attack, if you have a group of archers and they are being attacked by melee, they will have to draw a dagger or what ever you give them to defend themselves, they will not be able to shoot arrows through each other or from blank range.

Battalions: There are none, single units.

Unit Cap, 100-200 single units. each and every one customizible and micromanagable.

All the animations would be shared among the 3 types as well the ability to have any type of armor or weapon on.

Units would have no experience or skill only depends what they wear.

As i stated above equipment would be researched with experiance.

How to earn Experience and Gold.
Gold would be earned through any combat, for kills mostly but also for damaging other players walls. For a win in the game all of your gold earned in that game is multiplied by 50% so winning is the best, but losing will not make you lose massive amounts of gold.
Experience is earned through achieving goals such as ramming down a gate, defending your own gate, killing troops on your walls or capturing enemy walls, destroying siege equipment or units that where damaging your walls, and winning the match by: killing the king, being in a team that kills an enemy king, capturing or defending your keep.

Game Model:
-Able to buy Experience with real money.
-Able to hold a 'Prestige Account' which earns 50% more gold at all times using Experience to pay for it per day or per week.
-Able to buy unique wall designs that are visual only (not game effecting) with real money.
-Able to buy unique unit armor designs that are visual only (not game effecting) with real money.

-Possible projects: 'Rent' Server space with real money for custom unit textures of your walls and or troops and armor, make your own custom armor (each texture is checked to see if its profane if it is you will be banned from this feature.

Maegor 10-13-2011 05:59 PM

ThatguyAds1298 10-14-2011 10:17 AM

Wow, some really cool ideas there Dreamwalker and Joseph! :D

Dreamwalker 10-14-2011 03:02 PM

Though I have to say, Joseph has a way more in-depth idea. And his is free! :p

Joseph Visscher 10-17-2011 04:16 PM


Originally Posted by Dreamwalker (Post 64252)
Though I have to say, Joseph has a way more in-depth idea. And his is free! :p

Its less of an idea and more of a game design doc i've been working on, it would work great with the mithril (dof's) engine. Development time would hopefully be within a year not 8-10 years. lolz.

ObscuredUSA 10-17-2011 04:48 PM

Be cool if they made an Age of Empires 2/The Conquerors type game.

RedXSol 10-18-2011 04:21 AM

Now after reading over Joseph Visscher idea behind Castle Wars Online, it got me thinking and I’ve come up with my own version of what I would like to see in an MMORTS.

This is just a draft. So spelling and grammar not so good.

Part 1.

Currencies - Gold, Silver, Stone, Wood, Food & Honor.

Gold: Purchasing of Troops, siege equipment, the construction of your castle including buildings, walls and defensive siege equipment.
Silver: Upgrades for armor and weapons, also used in research to improve your castles walls and siege equipment.
Stone: Used in the construction of your Castle’s walls, buildings, siege equipment and for repairing damaged walls and buildings.
Wood: Used in the construction of your buildings.
Food: Food is used in the purchasing of troops. And upkeep of armies.
Honor: can be gained from completing quests and PvP. Honor is used to buy Hero units.

Races -Humans, Dwarfs, Elves and Orcs. Each race has special bonuses to their currencies and has an elite unit which only that race can control. Only 1 elite unit can be used per army.

Humans: Located in the Grassy Plains. Bonuses to Food.
Dwarfs: Located in the Snowy Mountains. Bonuses to Gold.
Elves: Located in the Elvin Forests. Bonuses to Wood.
Orcs: Located in the Wastelands. Bonuses to Stone.

Lords - Each race comes with three different types of Lords which a player can pick from, melee, ranged and horseback, all lords have different special abilities. E.g. Battle cry, increases nearby units attack speed by 10% for 30secs. All Lords automatically come with bodyguards.

Army Slots- Each race starts off with 2 army slots each army can have maximum of 20 units including Lords and Hero units, players can purchase more army slots which cost more gold each time one is purchased and each army requires food upkeep. Armies will slowly eat away at the food allocated to them. If an army runs out of food a units stats will grow weaker and over time die of starvation. Each time a new slot is purchased before that army can be used in combat it requires a hero unit to lead it.

Hero Unit – Hero units can be purchased at Inn’s using Honor to lead armies. When a player purchases a new army slot they are required to have a hero lead that army. Heroes don’t come with special abilities but there unit has bonuses to their stats. Hero units will come up randomly which can be purchased at an Inn.

Unit Stats – Each unit comes with 3 different types of stats.

Speed: How fast the unit can move, this also depends on unit upgrades and some weapons and armors will affect units movement speed.
Health: Every unit comes with base health limit. This cannot be upgraded.
Agility: Agility will determine how fast unit attacks and how much damage a unit will do.

Units which have taken damage from battle will continue onto the next back with that damage. Players can heal units for the cost of gold. Players can save formation templates for their army. E.g. Archers at the back footmen at the front.

Damage Types - There are 3 different types of Slashing, Crushing and Piercing.

Armor Types – There are 3 different types of armors units will have. Light, Medium and Heavy. Units with heavy armor will move slower, units are limited to type of armor they can use. Each armor has bonuses verses different types of damage.

Players vs Player – Players can battle in random 1v1 PvP battles where it can be on open ground with random maps or even defending against siege warfare.
Players can team up in 2v2 and 3v3, teams cannot do siege warfare and Maps are random.

Players can enter maximum size of 20 units including lord or heros and no smaller than 10 units into PvP battles. When a battle begins players have 30secs to setup their armies formation, players are able to use per saved formations.
Players can only place there army inside of the green zone. Green zone is area on the map allocated to your Army before battle.

Weather System – Players will be faced with random weather conditions when on the battlefield such as fog and rain, which will affect different units.

Economy – More advanced economy system where the trade market is player controlled. Players can sell troops and siege equipment via the market and buy different races troops.

Research & Upgrade System - Players can research new units, weapons, armor, buildings, siege equipment and castle upgrades. Now how the upgrade system works when a new research is completed for example new type of armor the players then can select a unit garrisoned at your castle for that upgrade. Some units can’t use different upgrades, each time a player upgrades a unit it will cost Silver.

Alliances – Alliances can be formed where other players can join, their armies will fall under the banner of that alliance. Alliance castle can be built which are larger than player owned castles.

Each alliance has its own in-game treasury and message board and info about the alliance and a rooster of players joined. Ranks can be given to players to allow them access parts of their alliance functions such as recourses, recruitment and design and building of the castle.

PvP in Alliance battles are larger, up to 8 players per team. To create an alliance it will cost X amount of gold and recourses to purchase a building plot. Building alliance castle is far more costly and alliance castles don’t generate income, players must donate recourses in order to build their castle. This includes Honor.

Damage done to alliance castles continue over to their next battle. Alliance battles don’t happen at random players within the alliances with the right rank can form groups of players and enter battles, defending or attacking will be at random.

A battle won in alliances battles, earns you Honor and Gold, and also effects you ranking on the Alliance Ladder. A minimum of 4 players must be grouped before an alliance battle can be started.

Alliances must pay a monthly upkeep feed of gold to the king. Players are given 1 week grace after they missed payment to pay the bill or their alliance will disband.
Alliance armies are made up of units built at the alliance castle, players cannot trade or buy units at alliance castles. Alliances must invest recourses to build armies.

Ladder – There will be 2 types of ladder Systems.
Casual Ladder: Based on 1 vs 1 PvP battles between players.
Alliance Ladder: Larger scale of PvP where alliances with mixed teams earn their alliance points towards the ladder.

Quests – Players can select quests from the King. Some quests are PvP some are PvE where you will be needed to defend your Castle against invasions etc.

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