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Author Topic: How castle blood should play  (Read 12115 times)
spector17
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« on: October 11, 2006, 12:56:47 PM »

ok I'm going to make a list of what i know about castle blood, and how I think it should run.
Give me suggestions, and ill add more

Map Design
- Round center island
- Large round player islands surrounding it
- Narrow straight, long bridges connecting player islands to center.
- Water surrounding the main is and and the individual islands

Player Bases
- Several forts in back.
- Armory in between.
- Start with say 150 pop.

Gameplay
- Train units from fort.
- Civs. train the units they can normally train at the fort.
- Train time is normal. (5 units at a time)
- Everyone has 2 auto-respawning ronins by default.
    - I was thinking that there you be two different type of spawn lines: infantry and calvery. These will increase as you get more kills.
          - Infantry:
0-100 kills    Pikemen
100-200     rodeleros
200-300     Halberders
300-400     Doppelsolders
400-500     Barbery Cosairs
600+         Ronins
          - Calvery
0-100 kills    uhlans
100-200     Cossacks
200-300      Hussars
300-400     Lancers
400-500     spahis
600+         Mamelukes

you can toggle between Infantry and calvery my moving a unit (such as a hero) between 2 flags that is on a strip on land surrounded by water, behind you base.

Awards

There are certain awards for certain killings and razings

0 kills     - Arsenal upgraded enabled
50 Kills   - Advanced Arsenal upgrade enabled
100 kills - Church spawns behind fort to research techs
200 kills - Hero - hero starts with a high amount of hitpoints(around 500), and gain hitpoints at of rate of say 1 sec.  They don't have a max amount just constantly gain, if they lose hitpoints they regain them. oh, and they 1 shot all units
250 kills - Hero
300 kills - + 20 pop
350 kills - Hero
400 kills - +30 pop
450 kills - Hero
500 Kills - Villager, can build any building , and build an arsenal if it got destroy before they finished researching all the techs. they can build outposts but may not upgrade them.
600 Kills - Villager and an extra castle in your base.

1 razing - castle outside base.
7 razings and 500 kills - able to upgrade towers 1 time
9 razings and 600 kills able to upgrade towers 1 more times (to the max)

Aging
at a certain # of kills you age up, it varies for each civ, (you start in the fortress age), this enable for you to research techs at your fort (can you do this ?), such as veteran and guard upgrades.



I think that is it. feal free to suggest something or argue/discuss things.
« Last Edit: October 15, 2006, 10:17:32 AM by spector17 » Logged
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« Reply #1 on: October 14, 2006, 11:11:47 PM »

I don't quite understand the spawning part.  Is it part of the two auto-spawn ronins? Or entirely seperate?

and ya I can do the age up for kill awards.
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spector17
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« Reply #2 on: October 15, 2006, 08:33:47 AM »

There are 2 ways of using the 2 spawnable units.

1. 2 spawnable ronins

or
2. autoupgrade 2 spawning units. It would depend on how many kills you have, there you be 2 choices: Infanty or Calvery. You chould choose if you want infantry or calvery to spawn. what infantry or calvery uints would depend on how many kills you got:

          - Infantry:
0-100 kills    Pikemen
100-200     rodeleros
200-300     Halberders
300-400     Doppelsolders
400-500     Barbery Cosairs
600+         Ronins
          - Calvery
0-100 kills    uhlans
100-200     Cossacks
200-300      Hussars
300-400     Lancers
400-500     spahis
600+         Mamelukes

you can toggle between Infantry and calvery my moving a unit (such as a hero) between 2 flags that is on a strip on land surrounded by water, behind you base.

sry that is the best I can describe it
 
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pftq
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« Reply #3 on: October 15, 2006, 09:16:00 AM »

That'd be a lil too much like Fort Wars.  I'll stick with the ronins idea.

BTW I have a working basic map (just lacks awards).  Anyone wanna try?
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spector17
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« Reply #4 on: October 15, 2006, 10:14:52 AM »

ya sure ill try it.

e-mail to me and ill give you feedback
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pftq
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« Reply #5 on: October 15, 2006, 10:26:12 AM »

What's your ESO name? Makes more sense to test it online :p
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spector17
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« Reply #6 on: October 15, 2006, 10:38:46 AM »

ESO: Death_Master

I can't be on for a next few hours, I have at least 5 hours of homework.
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LO12DS_Fry
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« Reply #7 on: October 15, 2006, 03:54:48 PM »

i wanna try Sad
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wng_z3r0
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« Reply #8 on: May 14, 2007, 07:35:23 PM »

The original castle blood had no llamma in the middle or anything like that. Resources were high, but not unlimited like your version. Basically what would happen is that *eventually* people would run out of resources, and then the other side would win. Also, you really should have bonuses for destroying buildings, as that was the entire spirit of castle blood.

wng
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River_God
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« Reply #9 on: June 04, 2007, 12:50:15 PM »

Personally I enjoy the way castle blood is now. Undecided Adding things like that just complicates it. And I do know what the hell I am talking about. What other upgrades can you get? Not too many, I can only think of Civ's Advanced Church upgrades, which you may be able to incorporate, that is a good idea, that way the church is less useless Wink. Giving each civ its own Advanced Church does not make sense because some of the upgrades are for Eco, like the Dutch coin thing that gives you 2 more banks. But if you could find the individual upgrades and give them out for buyildings razed that would add another level to the map.  Smiley 
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"I am not sure why people are so afraid of new ideas, I am afraid of the old ones"   :p
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