Design Spotlight: Grand Moff Tarkin's Offensive Overhaul.

XeroMaxx

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Jun 16, 2015
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So, we're here today to talk about some small things that could be implemented (I spell this word wrong far too much) into the game to make it more aesthetically pleasing, more intricate, or more sensable.

Tower to the Skies -

First off, let's talk about the basic tower. It's clear why Big Huge Games needed more defensive to be capable of hitting air units, but right now it just doesn't make any sense. And I'd like to stress that one of the things that makes DomiNations interesting is that things should make some sense on some level. Right now, I don't see how these units are capable of hitting a zeppelin unless it was flying low to the ground. (Strange decision by our strategic command I guess) Since I don't like the idea of changing things this early in the game, I propose that in the modern age towers be closed off at the top and have two sets of guns. One long gun that fires at air units, and another gun that fires at land units. (This doesn't mean they can shoot both at once. It's just a visual representation of the defense being capable of hitting things in the air.) I would call for something similar for redoubts, but all I can think of is the same kind of flak attack that the air defense uses. I think that units standing on towers is fine for the beginning ages, but quickly becomes incredibly unrealistic to the point of becoming a bit of an eyesore. I think maybe the units standing on top were placed in order to be a visual representation of what age they are, but I think this is already down well by the sleek design of the towers themselves at later ages.

Heavy Tank Overdrive!

The heavy tank is one of my favorite units. It's also the one I tend to see as a waste of space. The heavy tank is always my last unit living. (Usually with full health) and just runs around the base like a chicken with its head cut off destroy buildings until this that or another takes it down. I know what kind of unit this tank is supposed to emulate and I can see what it's job is, but I don't know if it's just the way the AI works, or the way units work together in THIS game, but I feel like I want this unit to get into the action more. By the time it gets in range to do it's job, my cannons take down the building, or the heavy cavalry get into range first.

My proposal is an ability that allows the heavy tank to gain a temporary speed boost and temporarily attack the nearest defensive structure. This would mean that you can deploy a heavy tank and send it in to do hard work even if it will eventually go back to generalist behavior after the ability ends. I propose that the ability will only be 5 seconds long. The bonus ends when the target is destroyed or five seconds ends. This wouldn't be fool proof and press and forget, because you would have to take into account where your heavy tank will go, because a wrong move might send it barraging into 3 anti tank guns. The reason I want this ability is because I want my heavy tanks to go take some hits for the rest of my army. If not the heavy tank, maybe they can design a lighter unit that could take advantage of this ability. Less HP but more controllable.

The giant unit that hits really hard and has a lot of health is usually a guest at these type of parties, but when I see them at the end running around with untouched hitpoints, it makes me wonder what the outcome of the battle would be if they had tanked some damage.


Defensive Spread -

This can be brief. I just want to see in the map editor all the ranges of my mortars etc. when I'm designing the base. This could be down with a checkmark system where you can check defenses that you want to see their range. So, for instance, you can turn on your mortar checkmark and see the range of all your mortars. This would help with seeing your coverage. Similarly, you can check your stables and garrisons at the same time to check the coverage of both defensive buildings. Each building is color coded, you would easily be able to tell what each defense is while checking over your base.


Aerial Attack Run Arrow Prompt -

Air units are the new pretty girl at the school, and it comes with it's own list of problems. My biggest grudge with air units is that they give no warning of where they will come from. So I can't properly determine if the attack will be favorable. This should not be a problem. Even if I eventually understand how the deploy system works, it's not going to click with the majority of casual players. There needs to be an arrow/ghost of the air unit at the side of the map it will deploy, even if that means having to click twice. Because this is a strategy game, and I can't strategically determine if an attack is good or not if I don't know if the unit is going to deploy next to the air defense or next to the farm.


A drag feature would also be much appreciated for the zeppelin attack, because it makes sense with the attack design, and is very compatible with their platform. Dragging my finger across the buildings I want to attack would also help try to determine where the zeppelin will attack from. You can wait for the player to drag, which prompts an arrow showing where the unit will enter from. If the play doesn't like it, they can reverse their slide and try from a different place. Anything that works would be much appreciated.

What do you think of these ideas?

Have anything else to share? And as always...

Stay Dominating!
 
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