When does a game that takes elements from another game draw the line to stop being like the forerunners and start really pushing towards a individual identity in terms of art design and game design. We have the art design thing down pat, and there are plenty of things that are unique about DomiNations as opposed to other mobile strategy games.
When I first started playing the game, I remember a single unit that had an ability that always made me feel excited, and when I played a similar unit in other games, I never really cared for it. It did it's job. It was boring. It was in and out, and just a necessity to play the game well. Unfortunately that unit has adopted these feelings of boredom and being there just out of necessity.
I know that it was powerful. I know that it was amazing, but the Wall Sapper nerf has always bothered me. To this day I remember seeing the explosion being so amazing to watch as your entire army rolled into a burning base. Walls were blown to pieces. Troops were running all over the field. It was amazing. I actually liked the wall destroying unit in a strategy game.
Now, I know that it's too much to have a unit do a great deal of splash damage to every nearby wall piece, but why not just have it do a minimal amount of damage just for the spectacle? Just seeing the big explosion and a little damage to the walls would be helpful in a pinch and looks great.
I would even push for wall sappers and above to inflict damage to nearby defenders. That would give them even more versatility when they're doing their job. It would create some strategy of waiting for defenders to get close and send in a small group with an engineer to give those pesky defenders a piece of wall to chew on.
What are your thoughts about the wall sapper in it's hayday? The current engineer does the job great, but the old design of these units was much more interesting. It's something you tell your friends when you're asking them to stop playing some other strategy game and play this one. Our wall destroyers kill defenders and do AOE. Yeah, we're pretty awesome. Then, they would ask you what a defender is. See? You'll be at second base in no time.
What are your thoughts about unit changes to fit the stereotype of units that have been in these kind of games since the great forerunner came into the business? Do you think we should keep pushing to create new paths or should we stride on the paths already taken for the sake of security and knowledge already discovered?
Leave your thoughts below! And as always
Stay dominating!
When I first started playing the game, I remember a single unit that had an ability that always made me feel excited, and when I played a similar unit in other games, I never really cared for it. It did it's job. It was boring. It was in and out, and just a necessity to play the game well. Unfortunately that unit has adopted these feelings of boredom and being there just out of necessity.
I know that it was powerful. I know that it was amazing, but the Wall Sapper nerf has always bothered me. To this day I remember seeing the explosion being so amazing to watch as your entire army rolled into a burning base. Walls were blown to pieces. Troops were running all over the field. It was amazing. I actually liked the wall destroying unit in a strategy game.
Now, I know that it's too much to have a unit do a great deal of splash damage to every nearby wall piece, but why not just have it do a minimal amount of damage just for the spectacle? Just seeing the big explosion and a little damage to the walls would be helpful in a pinch and looks great.
I would even push for wall sappers and above to inflict damage to nearby defenders. That would give them even more versatility when they're doing their job. It would create some strategy of waiting for defenders to get close and send in a small group with an engineer to give those pesky defenders a piece of wall to chew on.
What are your thoughts about the wall sapper in it's hayday? The current engineer does the job great, but the old design of these units was much more interesting. It's something you tell your friends when you're asking them to stop playing some other strategy game and play this one. Our wall destroyers kill defenders and do AOE. Yeah, we're pretty awesome. Then, they would ask you what a defender is. See? You'll be at second base in no time.
What are your thoughts about unit changes to fit the stereotype of units that have been in these kind of games since the great forerunner came into the business? Do you think we should keep pushing to create new paths or should we stride on the paths already taken for the sake of security and knowledge already discovered?
Leave your thoughts below! And as always
Stay dominating!