Search the Community
Showing results for tags 'units'.
Found 4 results
These units exist in the game, I copy his images of the game including his description. I take the photos of the different missions of the game, only for a moment imagine his DECK they are these units and structures. Imagine the interesting thing and the possibilities if these units and structures were playables in the game, not only in the forge. We have all observed many neutral or hostile units, and it would be interesting to play with them, thank you for your attention. "Do not forget the Latin and Portuguese players, it's a big market." I am using a translator. Do not forget the Latin and Portuguese players...
I had an interesting idea. What if we had units that interacted with power after spawning? Obviously, the mechanic of generating power is overpowered already so the units must come with a downside. That downside being bad stats and a high cost. Imagine a PVP game. One player plays a 300 cost (random costs) power interacting unit that will generate 50 power after one minute. The other knows that it cant live anymore so he sends a 100 cost unit to kill it. Because of its bad stats, the 300 cost dies and the first player now has a huge disadvantage. 200 power difference and the enemy still has that 100 cost unit. There are four categories. -Generators -Boosters -Replenishers -Others --- Lets talk about generators first... They generate power... That's it. They have the worst stats but that's really it. They're just wells without a limit and easily killed. --- Secondly are boosters. This one is probably the simplest because there is a card I can compare it to. Juice tank. Really, its just a unit that sits beside your wells and increases power gain. It's stats shouldn't need to be that bad because of the restriction it has on it. The restriction being it can't leave a well's radius or its effect is useless. Also you don't really want to attack with it because the stats are bad compared to other cards of the same cost. You think there isn't a difference between these units and the juice booster but there is. They can move to different wells, they can also defend. The big thing is that they can move without a power cost, which makes them a unit. They also should cost more since juice tank can't. --- The third category is a strange one. Replenishers. They're generators but very specific. Replenishers replenish the power in a well. They have worse stats than the second category but the stats are better than those in the first. In my head, I'm imagining a shaman healing a well's power. --- Lastly, the others category. These are for the cards that are random. Like a 300 cost card that replenishes 150 cost on spawn but has the stats of a 200 cost. If you look at it simply, it looks like a 150 cost card with the stats of a 200 stat card. It looks pretty good. But when you look at it more deeply you see that it costs 300 power and the 150 only comes back during its spawn. If you played that card in a PVP game, your first orb would have already been taken. This card is very similar to breeding grounds. --- Anyway, that's it. There's definitely some problems with this but community suggestions can fix that. (If I took your idea, sorry.)
One of the things, that I've missed in Battle Forge were visualisations of upgrading cards - after unlocking new modification I was disappointed, I've been expected some visual improvements on units, like in Age of Empires, AoM, EEII or Company of Heroes. There are many games offering those improvements, highly improving satiscafction of upgrading an army. Are you able to implement those features? I'm keeping my fingers crossed ^^ Regards Sebastian