A few ideas that I have for game features, that I thought I should put out there.
Starting Banner Selection:
When selecting the starting Banner you have the 3 types/Buffs & that is awesome, but I noticed some flavour text in the reply from Mer Burlyhands, saying “What an inspired design”. Which got me thinking. What if as part of that Banner Selection process, you made it possible to choose a banner Icon from a pool of 20-30 Icons, to make it even more unique.
1.5. Also thought that it would be nice if said Icon was showcased in other aspects of the town, like the decorative banners that can be crafted & maybe some wall plaques. As it makes it easier in Multiplayer situations, to easily identify other people’s towns & their borders, from their unique “Flags”.
I would really like to see some variation in the subterranean Areas:
Adding some Caverns/Caves/Voids that you can stumble across as your mine through the Earth would be awesome. Adding some Loot to them would also give incentive to explore underground as well as above ground. The loot could be some nice pretty Decorative Geodes or Gemstones, that can only be obtained by finding them in these cave systems.
It would add a feature/facet to mining beyond resource collection & Dwarf style City Building.
Could also be tied into how you meet Clan Amberstone in the future.
An intermediate Biome:
I would love to see a biome that has Aspects for Both Factions. Whilst being harder than their Natural biomes, it still allows both to flourish with appropriate effort. A Savanna or densely grown Oasis style biome would seem to fit the bill. Clay & wood would be scarcer & small rocky outcrops (Rock mountains 2-3) litter the surface restricting Planting area a bit make you be a bit more careful with how to deal with resources (no more selling off bulk wood/clay to make money easily in the early game & clear space in storage).
Just some thoughts. Any feedback would be greatly appreciated & I hope these ideas get used or inspire even better ones.
Yeah that’s a more direct approach to it. My Original concept was to allow viability for both Factions on a multiplayer map, without handicapping one or the other too hard at the start, in a more subtle manner than a straight half ‘n’ half map. Especially for PVP based Servers, where resource trading between hostile players is unlikely to happen.
@BrunoSupremo are half-n-half maps already possible to make currently bruno? i once asked about the water and that is ONE FLAVOR ONLY but how about landscape?
Since Bruno is Bruno there’s already a mod for that.
It doesn’t really use both biomes. It just has desert-like settings for terrain at certain heights, at least as far as I know. I haven’t look closely at it now.
Edit: last post from Bruno says: “I think it needs a few tweaks for a24.
But the biome is just a hacky implementation. I made the low grounds have grass color and temperate objects, while higher elevations would have sand color and desert objects. Not that interesting. I plan to one day revisit this and do a proper code for the transition.”
When Radiant did their exploration prototypes they combined different biomes. Don’t think that tech is available for modders though, but I think they said not long ago that they might release some of what they did so that modders had the opportunity to build on it.
In viewing the image attached to the Mod Post, that is close to what I was thinking. However I’d like to see a fairer distribution of Stone on the map, as based on that image Rayya’s has an advantage on easy early game stone & Ascendancy has to dig deep for it.
Just a little concerned about balance issues.
But thanks @Agon, it’s a good starting point & I appreciate it.