BftC: Reloaded : Game Systems

There were many systems that I needed to add inside to make the project interesting and unique. As opposed to most of the AoSs out there, it's true that BftC: Reloaded can be looked upon as just another AoS. But, it's got many features that make it a slightly different one.

The first change is the Traditional Gold system. I modified it that you no longer get gold by killing enemy. Instead your hero is paid for the services. The gold gained is proportional to the level of the hero and will gain gold twice the in game day/night cycle. The change was made to keep the Team work rather than each player struggling for Gold.

Secondly, Full Xp control, and Global Sharing of Xp. If no hero is present nearby, the Xp is shared globally. And this allows some-better gameplay mechanincs. Ofc, this is rather new for a AoS type, where Global Xp share is generally disbanded.
(Xp stands for Combat Experience - Heroes gain experience through combat, becoming more powerful)

Third different stuff is the Mob Spawns. This time, a large amount of the forces would come out of the Barracks or unit-training structures. This, makes combat a lot of large-scale, Giving you a experience of commanding a large army instead of small tactical troops. Breaking through the enemy defences adds additional reinforcements to your side, eventually, completely outnumbering the enemy forces. Additions to the forces spawned is fast and quick, and hence, large armies, large battles is the essential part of the game.

The final difference is the revival of a Fallen Hero. When your hero dies in a combat, he doesn't have to stay dead for lot longer, he is revived instantly! At the cost of gold, of cource, but the instant revival adds a great pace to the game. And encourages the players to perform the dangerous feats like chasing and hunting enemy deep in the enemy territory itself.

Plus, I have not forgotten the user-friendly part of it. Most of the skills are user-friendly. Plus a Cooldown UI indicates whether a spell or ability is ready to be used. Additionally, the attribute based abilities would indicate instantly that how much damage they had done by means of Dynamic-Fading-Texts (called as TextTags, in general) Additionally, the abilities that have a chances to succeed will indicate a Success! Texttag if they have an effect - Like Rune Mage's Rune creation and casting the spells depending on Combination.

That's all for now.

Oh yes, Rage Winterchill needs a lot of updates... Probably a complete rework...
Stay tuned guys...
A spotlight on Archon is underway... You'd not want to miss it.

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