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10/04/09(Sun)21:01 No.6134737>>6134452 First off, thank you. I'll try and notch it down.
You really seem to have gotten the feel of what I'm trying to do. Management and control instead of interparty tactics.
Multiplayer would be a later development, and mostly it would arrive in the case of intersecting encounters, rather than team ups or transparent versus. And the happiness factor, well, I planned on showing that through the Synergy system (Socialites give no bonus to Barbarians, for example)
And yes, you've got the fund/cost idea down. Upkeep versus income. And when I said City, I basically imagined it as thus: You could base in the City or in your own Fortress in the wilderness. In the City, you'd have to pay taxes on your earnings, but you'd be safe from attack between adventures. In a Fortress, you wouldn't have to pay taxes, and you would ignore a few "traveling" encounters (You come across the orc in the road...(Say it quickly)), so you spend more time in the profitable dungeon. However, monsters could attack your fort.
As for the adventuring... well, I'm going to get flak for this, I know, but have you played Tiny Adventures for Facebook? Its similar to that. You prepare your character and send him out, and in this you'd prepare your team and send them out. You'd have more control, but its still a case of you don't micromanage movement and etc etc.
As for what I want... I want ideas. The widgets. Classes to be, support to hire, dungeons to fill. monsters to fight. What I specifically asked for last thread was if there were more stats I could use. |