• This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn more.
  • Notice the new look? We've updated to a new version of Xenforo, please read our latest post.

What do YOU guys want to see in WFTO?

Kyle

Dwarven Worker
Nov 9, 2011
251
46
30
Scotland
#1
So, just so I can get an overview of what everyone is looking for in our game, and so I can see if there are any cool ideas that we could possibly adapt, I'd like to know what you guys yourselves wanted to be in WFTO.

Specific types of levels, a particular unit, a cool new mechanic to add depth to any existing features?

Fire up them brains and pour your thoughts into the thread.
 
Jan 19, 2012
48
13
10
29
#2
  • More extensive possession spell
  • Something Similar to DK's mistress(something kinda hot)
  • Awesome soundtrack
  • Different type of ground(water,land,lava)
  • More extensive torturing
Well thats what i'm hoping for.. With Possession and torture I just want more features around it.. Be able to control it a little bit more. and well the unit.. all games need a hottie!
 
Jan 22, 2012
506
38
295
26
#3
Re-do of combat system
more complicated magic system (i would rerally like magica like elements based on runes for example :) )
A sneaky possesion level
More management overr rooms
Clear statistic window for creatures (satisfaction/hunger bars thoughts about dungeon)
Tags for creatures
Doors that can let throught different types of creatures.
A worthy arch nemesis
Abbility to create awesome strategies based on creatures (i have lot's of X but enemy many Y and Z so i need some W) (aka all/most creatures synergise with themselves)

Edit
Few different wall types to dig throught (+ a craftabele machine for imps to dig faster ^^)
changing underground climate
Mushrooms (?)
DK1/similar style of upgrading creatures from weak to strong ones
Different ways to aquire gold than casino/ore/gems/spell/sell (maybe troll's crafting stuff and sell them to otherworldly vendors :p)
 

Inlaa

Priestess
Jan 11, 2012
426
134
215
27
Texas
#5
  • Ever since reading someone write about an idea for there to be multiple players serving under one Underlord as possession-only minions, I've been giddy about such an idea. However, it's been officially stated that maps can only have four players at a time, so this no longer seems possible (at least for player versus player). I'm still looking forward to and hoping for the possibility of a game mode in which two Underlords duke it out with multiple players as their creatures.
  • A campaign where we can choose different paths and potentially alter the ending (for better or worse)!
  • Fortified walls that can be dug through or otherwise destroyed. God, I hated that about the original DK game.
 

amcoops

Priestess
Founder
Dec 9, 2011
121
39
215
30
North Devon, England
#6
  • A combat system more like Dungeon Keeper than it's sequel, faster paced and I want to feel the power of creatures' spells. A classic example would be to look at the lightning spell in DK2 (quiet and lame), compared to the thunderbolt from DK (loud, feels powerful).
  • Depth in creatures' statistics, maybe they start off with random base stats within the units ability. Which would mean one level 10 Lich may be stronger than another (due to their base stats increasing by a percentage of the stat as they level up), so you would have to pick and choose your starting units as they come into your dungeon based on their base stats. This would expand on the uniqueness of creatures of the same type, other than just their name.
I'll add more as I remember them.
 
Jan 19, 2012
48
13
10
29
#8
Different game modes.. Like multiple player possession mode which has been mentioned.. Maybe a Gladiator possession in a combat pit.. worker only game where workers can research, train and construct as well. Don't know what the imp like creature will be called but that one!:p
 
Likes: benny -

Co0kieL0rd

Cultist
Backer
Jan 29, 2012
115
32
180
28
#9
A combat system more like Dungeon Keeper than it's sequel, faster paced and I want to feel the power of creatures' spells. A classic example would be to look at the lightning spell in DK2 (quiet and lame), compared to the thunderbolt from DK (loud, feels powerful).
Definitely! In DK, each unit had at least a few spells that looked badass; especially those of the warlocks and sorcerers and, of course, the lightnings! Although battles could get really confusing with all the visual effects and sounds, so you might find a way between the two.
Depth in creatures' statistics, maybe they start off with random base stats within the units ability. Which would mean one level 10 Lich may be stronger than another (due to their base stats increasing by a percentage of the stat as they level up), so you would have to pick and choose your starting units as they come into your dungeon based on their base stats. This would expand on the uniqueness of creatures of the same type, other than just their name.
I don't think, one individual should be significantly weaker than another one of the same species. Otherwise, players would always throw the weak creatures away and wait for the elite. This would lead to the same effect as known from DK2, where CPU kept all of their creatures, regardless of their uselessness (goblins, fireflies etc.), while human players usually keep knights, angels, bile demons, warlocks and mistresses.
However, there should be a constant value for each species so that an individual's stats add up to that figure. I. e. if one mistress already had relatively high attack and defense stats, she would have reduced health and speed, for example.
 
Likes: Amon
#10
I don't think, one individual should be significantly weaker than another one of the same species. Otherwise, players would always throw the weak creatures away and wait for the elite. This would lead to the same effect as known from DK2, where CPU kept all of their creatures, regardless of their uselessness (goblins, fireflies etc.), while human players usually keep knights, angels, bile demons, warlocks and mistresses.
I can assure you it's of the utmost importance that all units are always useful from the start of the game to the end. Each unit will have a roll to play, and no individual creature will be an all-purpose solution to a situation. It's pretty much mandated in the design docs! :D
 
Likes: Amon

Co0kieL0rd

Cultist
Backer
Jan 29, 2012
115
32
180
28
#11
I can assure you it's of the utmost importance that all units are always useful from the start of the game to the end. Each unit will have a roll to play, and no individual creature will be an all-purpose solution to a situation. It's pretty much mandated in the design docs! :D
I know that. I was only referring to amcoops' suggestion because I feared this might lead to a similar effect.
Now to my own suggestions:
  • I'd like to see creatures actually interacting with each other. In DK they just walked through the dungeon on their own, never paying attention to anything beside what they want to do right now. If idle, they would just sleep and walk around senselessly. I think it would be easy to make them face each other and simulate a chat - they don't even have to use actual words (plus points if they DO have real conversations as in Wiggles - but you should only be able to see speech bubbles if you zoom in really close).
  • The campaign should include a mission where you have to besiege a very strong enemy fortress by building traps and guard posts around it to prevent something from getting out. By cutting off their supplies you should eventually be able to sow discontent among the foes within until the fortress collapses. (I'm sorry if I'm going too much into detail again. Mainly, the missions should be diversified.)
  • A way to bank up dug out terrain with tip soil that comes from somewhere else. This way, you'd be able to undo excavation on a small scale. Can be really comfortable if you accidentally dig a wrong tile or want to close an unwanted opening to your dungeon etc.
  • Viruses and epidemics among creatures. I think, the plague fits best into the setting. It could be introduced by any living humanoid that comes from outer subterranean areas (not from portals!) or even classical rats. I suggested a witch creature earlier - her purpose could be to prevent the spreading of viruses by making medicine in a herbal laboratory... or something similar.
  • Fire spells can set creatures, rooms and terrain on fire, thereby dealing further damage. Ice spells freeze the ground to constrain creature movement. Lightning spells knock creatures over (as in DK2). Spells should do more than just deal damage.
  • Three difficulty settings for the campaign: Easy for players who have little experience with Dungeon Keeper or similar strategy games. Normal for players who are familiar with the DK basic mechanics and other RTS games. And Hard for experienced WTFO players who are looking for a challenge.
 

amcoops

Priestess
Founder
Dec 9, 2011
121
39
215
30
North Devon, England
#12
I don't think, one individual should be significantly weaker than another one of the same species. Otherwise, players would always throw the weak creatures away and wait for the elite. This would lead to the same effect as known from DK2, where CPU kept all of their creatures, regardless of their uselessness (goblins, fireflies etc.), while human players usually keep knights, angels, bile demons, warlocks and mistresses.
However, there should be a constant value for each species so that an individual's stats add up to that figure. I. e. if one mistress already had relatively high attack and defense stats, she would have reduced health and speed, for example.
Not a really significant difference, just random between a range that won't put them way out ahead. I think this will add to a tactical choice, do you keep throwing away the weak units, or train them up and rush the Keeper that is waiting for the stronger units.

Give the online game Mud and Blood 2 a go...

http://www.kongregate.com/games/urbz/mud-and-blood-2

...to see what I mean, I loved getting a soldier with good starting stats in that game. :)
 

Wolfdogg

Oculus
Backer
Dec 29, 2011
23
5
105
44
Albuquerque, NM
#13
I prey to God that it has the same play style as the first 2. No other game I have ever played had the same style of play. DK stood out on it's own as a different kind of game. Not quite an RTS, or an RPG. If it changes from the "God-like" control as the 1st two games. It would break my soul.
 

Inlaa

Priestess
Jan 11, 2012
426
134
215
27
Texas
#14
I really liked all of CookieLord's suggestions sans the part about plague and disease in WtfO. Figured I'd make that clear. I endorse those statements.
 

Co0kieL0rd

Cultist
Backer
Jan 29, 2012
115
32
180
28
#15
Not a really significant difference, just random between a range that won't put them way out ahead. I think this will add to a tactical choice, do you keep throwing away the weak units, or train them up and rush the Keeper that is waiting for the stronger units.
So if there's no significant difference, why would I keep throwing away units? Consequently, they can't be significantly weaker than other individuals of the sam species.
I really liked all of CookieLord's suggestions sans the part about plague and disease in WtfO. Figured I'd make that clear. I endorse those statements.
Thank you, that's nice to hear. Now that you mention it with the diseases - maybe the catalyst of spreading could be limited to either a creature spell that poisons a foe, or a keeper spell similar to DK's virus spell.
 

Dagins

Blood Imp
Feb 29, 2012
22
7
5
33
#16
I really like the idea of multiple difficulties, and of course it has to have the god like view as anouther put it, and it needs to be evil ;). Also I want to be the big guy like in DK1 rather then being someone else's ........ however I could start off working for anouther as long as I feel like i'm working towards my own power and selfish cause :D
 
Likes: Amon
#17
  • more than two resources (like crystals that I've proposed)
  • more than one or two bosses
  • different locations like underground watery places, spider's cavern with spider's web, lava rivers etc.
  • dark humor
  • things that will remind us some things from DK, like chicken on the wall... lol
  • more than one weapon to use
  • enchantments
  • optional quests
  • more than one camera view for possesed creature
  • uniqe chambers, spells or traps that we could found sometimes in game
  • somethnig that will unlock during campaign more options in skirmish or multiplayer mode
  • something like BattleNet?
  • many wall decorations
  • blood, darkness, evil and lava creatures!
 

Kyle

Dwarven Worker
Nov 9, 2011
251
46
30
Scotland
#18
Nice, so what about rooms. Are there any specific functions you would like to see a room do, or any new types of rooms?
 

Kyle

Dwarven Worker
Nov 9, 2011
251
46
30
Scotland
#20
We've already taken care of that, but I mean actual NEW types of rooms, for this you can suggest anything, even if it's near inpossible. Just trying to gather some ideas for room mechanics.
 
Top Bottom