• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Liberty_Valance

AKA Wolfie
19 Badges
Jul 10, 2018
622
78
  • Age of Wonders II
  • Age of Wonders: Planetfall - Revelations
  • Age of Wonders: Planetfall Sign Up
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • BATTLETECH - Digital Deluxe Edition
  • Pillars of Eternity
  • Age of Wonders
  • Age of Wonders III
  • Tyranny - Bastards Wound
  • Tyranny - Tales from the Tiers
  • BATTLETECH
  • Tyranny: Gold Edition
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
If theres another AOW with modding support this is my thoughts on doing a conversion rather than expanding. I'm thinking a hybrid between Armello and AOW. It really depends on what the next mechanics could offer. It really depends on how good it is and how far in a different direction it could be pushed.

Reputation would be converted to Prestige

Damage Types would be more complex allowing for more interesting mechanics such as blunt/peircing being more effective against armour types than slash
Blunt, Piercing, Slash, Wylde, Rot, Hot, Cold.

Clan relations will have natural enemies and allies such as rabbit will start at as negative with wolves, and neutral with rats.

stripping the setup right back to make a more simple but elegant where players could play as clans with some basic stats and a few unique operations/units no more than 3 per race.
03_ClanGrounds_Image.png


Combat would be more complex than age of wonders each race would have a 'Courage' resistance for example each death of an ally could initiate a shaken state to nearby forces, shaken states have a chance to become panic and flee. Environments would give synergies/negatives to races in combat.

150901armello_herobanner_example.jpg



Picking a race would be a type of animal clan, each clan could be subdivided. Say picking Bear clan and then you could pick Polar/Sun/Grizzly Bear giving unique bonuses such as Polars having artic and cold resistance.
tumblr_inline_oko66vrmyD1tghvi2_1280.jpg
tumblr_inline_oko6bc4du31tghvi2_1280.jpg
tumblr_inline_onb07dOVoh1tghvi2_1280.jpg


Customisation would be more basic with just one model that has been altered with different features and a few basic item coverings
armello_characters_by_wolfdog_artcorner-day7x9r.jpg


The map design, icons, UI on both strategic and tactical would be one of the more time consuming tasks changing the tiles to be more of a colourful state and fixing the lighting removing any clutter would need to be overalled.
Armello1.jpg


If the unit modding system is still a thing it would be replaced with a card system. Each unit would hold up to 3 cards, bit of a shame it doesnt support gifs :(
images.jpg
ruth-bosch-trk38bettysbargainbrews02.gif


The Kings Guard and Banes would be the only Dwelling type factions, unfortunatly in Planetfall its not possible to set dwellings as enemies it would be great to have thier own epic struggle against one another allowing the main players to be a boon to one side

Armello-Map-Screen.jpg



03_ClanGrounds_Image.png
Again wether this happens or not depends if theres another age and how much can be done with the engine, loved to put a more rpg system where players could explore and do quests and worry less about mass army and make city development more fun this probably could be very possible with some tweaks to economy and such. But figured idd writeit up incase i want to visit it later.
gavin-kusters-tumblr-nub168mkhy1s3lrado1-1280.jpg
 
  • 1Like
  • 1Love
Reactions:
New mechanics

Requisites:
The foundations would be reworking the core requisites that come with each race and unit type, that would be effected by battle, events and environments. This is a deep system and would be need to be constantly refined to make a very realistic and natural system. below is a very small steriotypical example of a large list of random occurances that could happen during a battle. A good game to refernce from is Darkest Dungeon, where Sanity is tested during and even out of combat, this would be taken further where a unit is also effected by a physical state. In theory each unit would develop thier own attributes sometimes gaining new abilities that may hinder or benefit

traits.JPG



For example:
Rabbit: Mortal

Mortal: Mental State, Physical State
Mental State
- a chance to give a variety of negative or positive traits if an ally is killed within a radious: eg Negative Panic, Beserk, Shaken, Frightened , Frozen with fear. Positives: Rage, Steadfast
- a chance to give a variety of negative and positive effects if the unit killed an enemy, eg Positives, Confidence. Negtives: Remorse, Nauseated, and so on

Each race may have additional effects such as Wolf Clan could gain Blood Thirsty on enemy kill.


Physical State
Combat Physical State:
Physical States are check when a unit is hit in combat giving variety of negative trait for example, physical damage - Fracture, Bleeding, Pain, Sprain, Winded, Aching

Environment Physical State:
When positioned on a envornment tile giving a variety of negative or positive traits: For example on an Artic Tile could give negative effects Shivering, Numbness, Freezing. Giving a negative trait in combat for that turn.

thumbnailer.jpg


Again Each race may have additional effects such as Frostlings would gain Confitable in Climate and would not be effected by the negative effects


This would be then also applied to Undead, Mechanical and so on but the effects would be different so a Battering Ram would have no mental state but would suffer from environments and attacks like cumberance, corosion, breakdown,


Note: These would be checked against the units physical and resistance attributes on wether they would be effected.
For example Human recruit would have low resistance and physical attributes to say a Human Veteran and would mean they would be more likely to flee in combat


General Class Setup
Unforutantely Planetfall had a fixed tech tree line so this could not be implemented, but the concept of a class in general like this guy is a sorceror and only a sorceror like all the other sorcerors and your empire can recruit sorcerors i dislike. This would make more sense with the following systems

Converting the Class system to Factions:
So you pick your race, then you pick your alleigance to a faction. So if your a Rabbit Race you join the faction of the (wild empire) essentially with some adjustments but then you could pick skills/units and towards your playstyle so within the common wealth you could follow a line of skills that might put your playstyke to a alchemist/seigemaster

Or be the Rabbit and pick another faction say the (evil empire)
While you might have some overlapping skills of alchemy, but you might also have access to forbidden magic like necromancy and sorcery


The other method would turning it into just a big branching system, so instead of every warlord having access to spartans and manticores
You could develop a beast master following a series of skills giving access to manticores that would be a mix of skills from warlord and archdruid


Things to do_

General Race Setup


Environments:


City Management:


Events:


Mods
 
Last edited: