So not the biggest fan of starting an alternate thread based on my singular opinion but i feel like i need to bundle all of the little observations about the game together as i feel like just suggesting things all dettached just seems to trigger people. lol
Anywho's heres some observations about realms. I think generally the game has alot of potential, i wasn't initially sold on the presentation or concepts but my perspective has changed. My general thought process is more along the lines of taking whats here and tweaking it as opposed to completely revamping things...although alot of my suggestions veer into that territory.
The mechanics behind recruiting villages seems sound. A currency (Kudos) which you obtain
by killing wizards. Though due to RNG of marauder wizards this can easily render an other
wise meticulous placement of villages imbalanced.
--Village spawn rate/Upgrading
The difficulty mitigation from no village to 1 village is too high. Otherwise when defending
a location after recruiting the difficulty of defending/facing a wizard without wizard present
too high. This dynamic should probably brought into the middle ground somehow. Perhaps
more of an arsenal to the totem while possibly scaling back the creatures or making them
take longer to generate, create more upgrade tiers (less units at tier 1)
The dynamic of recruited villages acting as 1)Extra Pawns and 2)A few cards for a starting hand
for a battle is interesting. I think the idea blending different villages in a region
like some sort of mix of booster packs (think of it like a booster pack of a few mini's and a few cards if playing some kind
of miniatures skirmish game or deck building in card/board game) is interesting but it is currently not balanced to make it fun.
The amount of creatures that each village provides tier 1 is simply too high and totally
discredits what i believe is a brilliant idea (the adding cards to a totem's hand) and could
be fixed by having villages work in tiers.
*edit: I want to emphasize the combining of villages here. Try it out! it's quite interesting to ponder over, though you'll see obvious imbalance due to the amount of creatures you get.
More open endedness with villages would also do big favors. Being able to perhaps set which creatures
and which cards for any given village...or perhaps even making it rng based might add alot
to this dynamic. It's currently too limited in scope. The RNG creatures for a village is fine...
though i'd suggest adding an extra village type that players can customize and is immediately
recognizable by the player as a village that's different from the ones you've designed.
Otherwise I feel like alot of the mechanics of villages contradict one another and hampers
the potential of them. When you think of what villages are used for gameplay wise, by the
1)helping wizard in a battle
2)fending off marauders
The mechanics just grind against these aspects of the game and make them a slog to play
This mainly ties into totems, as it's mostly what you'll be facing them with when defending
locations on the board. Generally if the totem fights aren't balanced, by extension
marauder battles are generally not going to be that great.
This seems fine.
--The difficulty curve
As of now the difficulty of marauder fights is rng based, exactly like reinforcement
distribution is. I don't think it works well in this context. I feel like the marauders
should be adapting to the player and growing in strength to pressure the player forwards.
A stronger iteration of marauders after each one is killed would be a good indicator, and if
introduced alongside improvements to totem battles, village dynamics and depending on how
interesting the marauder buff is...this could be a very great way to add pacing to the game
were it currently is lacking.
Marauder buffs could include:
-additional totems that act as spell casting creature spawners (think the monster generators you have to destroy in the gauntlet games)
-Weird devices that you have to destroy to make the wizard vulnerable, remove a stat buff, etc.
-an additional move, addtional cast, additional move+cast at the start of the game (not round)
just spit ball ideas.
A second thing has to do with how they snatch units from the citadel wizard. This is kind of strange to me as you just nerf the citadel lord fight by having this happen. Why not just have the marauder take have their own troops?
You can currently set objectives for players through encounters but it isn't good enough.
There should either be a new 'objective' tool to set parameters for a realm, or you need
a way to wire encounter blurbs to present themselves in a new objectives GUI, alongside
some new encounter improvements to allow more variety in objectives.
This actually seems fine in open world maps. The path which you choose for a particular run
and the variety of creatures you have to fight is pretty neat..Though i feel there should
at least be an alternative for those who are creating linear rounds to be able to set
the pacing of such things..Otherwise design tools don't currently provide enough means to
create engaging open world maps, which trivializes the merit that rng provides to reinforcements
*edit -Variety in battles
As of now we have: 1v1,2v1,2v2 and are missing any matchups with more then 2 teams...I feel like this could change.
If you were able to setup a simple 1v1v1 or a 1v3, this could also really mesh well with recruiting villages and mercs.
For example say i've got 3 of the ruin defenders and i've got the opportunity to hire villages around the board to help me out...this could be a fair way experience the game imo. Or say you could go as far as making 'creature squads' that you could customize like the wizard lord to throw on a tile. Of course just throwing creature squads at a player isn't going to work alone, but being able to insert them along side wizards, whether they be on their own team, or if they are to help you or the enemy...this would drastically improve the variety.
Being able to set lords/squads on/off through encounters could be a great way to make some interesting matchups.
Basically just add option for multiple teams + customizable creature squads (with an option for rng unit generation) and i think you've just increased the variety of ways that we can play with the game drastically.
Seems fine and potentially a great way to tie other mechanics together. Problem is that alot
of the other mechanics are currently not working in such a way as to allow a time constraint
to be as fun. I feel a false perception of "TIME LIMIT = NO FUN!!!" is being seen
mainly because of this. an example is xcom 2, although it's ticking time bomb (the advent
project thing....unfortunately that game didn't sink it's hooks in me) had this and it's
enjoyed by players...just needs the right mechanics to coincide with it.