First of all:
Hi! First time posting here, but I’ve been obsessing about this game since the Kickstarter launch and done my best to keep up with the forum.
If you don’t mind I’m gonna allow myself to dream out loud for a bit. This is not a question about what features will be available at releas. This is just my thoughts on how a really slick, future version of this game could work.
Imagine that you’re playing the game and you want your soldiers to have a new kind of sword.
You go to the blacksmith or his workstation and bring up the design view. This is like a very basic, in-game version of Qublicle. You can load any item that the blacksmith can make and modify it or you can start from scratch. A feature that separates it from Qubicle is that you’re not just dealing with colors, but with materials as well. There are for example a few different shades of steel. If you want a pink sword then you can change the color afterwards, but you build the shape using voxels of different materials. Thin layers of material, like cloth and leather could be painted on.
Depending on the amount of material used the game will deside a number of things. How much resources are needed to make the sword, the production time, the durability, the weight, the attack damage and the basic attack speed. You can change these values, but they will affect each other to keep balance. Higher damage and durability require longer production time. Lower weight gives less damage and durability but higher attack speed and lower resource requirements.
You can break the balance, but that will require a more skilled blacksmith or even magic. Magic and technical effects could also be added, but then a mage or an enginer will have to help out.
When you have designed your new sword you go to the barracks. Here you make sure that the soldiers hold it right and that non of their attacks causes your oddly shaped sword to cut of something that they might need.
You can choreograph new attacks here, as well as other moves. A multiplier will affect the swords attack damage, depending on the lenght of the animation, how many times it deals damage and the area of attack. You can change this multiplyer manually, but that will affect how dificult the attack is to learn.
A soldier can attempt to do any attack but if he isn’t good at it he will need longer preparations, is less likely to hit and causes less damage.
A soldier is most likely to use attacks that he is good at, but if he gets to predictable then skilled enemies will learn to block and dodge them. He will then gets more likely to use attacks that he is less good at.
By telling your soldiers to focus their training on a certain set of attacks your army will get its own fighting style and the soldiers will have individual styles depending on their favorite moves.
If they have a large set of attacks to practise from the start it will take longer for them to get good, but if they have to few attacks they will get predictable.
Other things can be moded in similar ways.
Armor give better protection the more voxels it consistes of, but reduce movement speed.
Talk to the librarian about this monster that you heard of that “looks like this”.
Talk to the alchemist about turning wood into stone.
Of course, these are just dreams and are not likely to happen… but it would be quite nice, right?
Keep up the fantastic and extremely inspiering work!
Over and out.