...It's nice up here!
- Jul 9, 2007
I think Stronghold had more of an emphasis on direct control of military units. More of an Citybuilder/RTS hybrid than a Citybuilder/Sim hybrid?
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Nerdfish said:Stronghold with heroes and monster would be perfect.
Which bits specifically?
I agree with most of your suggestions, but I'd love to see this working in particular.6) Questing. A more complex quest system, instead of just putting four types of flags. In specific, I want Rogues to be able to steal a key off a sleeping Ogre in order to unlock a prison in which a fair maiden is hiding waiting to be eaten for lunch....
I'd like to be able to command the guard, like in the traditional City-building games (Zeus, for instance). I'd also like the introduction of walls and borders, as well as foreign AI (the Majesty series had been orientated just on the monsters; the multiplayer maps are unplayable in single-player mode). I know that the fortifications might end up slowing the game or changing its concept, but it could be done by making the monsters from within more dangerous (i.e. the establishment of "Rouge Hideouts" just like the Sewer Entrances and Pipes, which generate thieves - or, spawning "brigand hideouts" occasionally among trade routes, where trade caravans pass), as well as add the incentive of defending parts which are, truly, under siege.
The point of majesty has never been psychopathic difficulty or fighting off solid walls of monster at all times.
Nerdfish said:In original Majesty, Monsters for most party wander around once they spawn...
I'm sure they figured it, but I don't think Maj2 offered any great advantage over the direct-control system of a traditional RTS (in theory the flag system reduced the need for direct micro, but the lacklustre AI meant more babysitting was required, which cancels out.)Sorry, I thought Nerdfish was just referring to Majesty 1 when he made that comment that I quoted. I wouldn't lump Maj1 and Maj2 together since they were made by different companies and thus each's intentions were (probably) different, but if you say in Maj2 there's a continuous stream coming at you, yeah, I'd say that's intentional. That may be the change to make Maj2 more RTS-like though, so maybe Ino-Co figured it all fit.
I do remember an interview where Jay Adan specifically mentions walls as an early-game mechanism to allow players to build at their own pace (plus a number of other features I rather liked the sound of.)I'm also hesitant to ascribe any intentions Cyberlore might have had when they were designing Legends just because walls were shown in some previews. For instance, there could have been a new "Siege"-like unit (along the lines of Ratapult, perhaps) that would do extra damage versus buildings, so walls were created to counter them. And who knows what the "requirements" for such a wall might be... level 2 Palace? In which case you still get the early "rush"... I'm just throwing out other possible reasons for walls aside from simply letting you build up your settlement. Of course, if Cyberlore specifically stated that was the reason, then I'm obviously wrong
Alfryd said:I don't think Maj2 offered any great advantage over the direct-control system of a traditional RTS...