Thursday, April 12, 2012

Manimal Faction

[:1]They would be walking, talking animals which equip armor and wield swords, bows, etc.
Specifically:
King = Lion Man
Archer = Fox Men
Swordsmen = Mice Men
Wizards = Goatmen
Otters = large land and water soldiers... use blunt weapons, maybe they use their tails as weapons too... maybe they could help build bridges
Chicken = Actual Chicken large flying experimental bomber (egg bombs). Would be cool if it could land and fight with a pecking attack that ate soldiers like worms.
Cat = Actual Cat large experimental fighter, maybe with a catapult or something attached.
Turtle = Heavy Tank like experimental hopefully equipped with balista.
Silver Pike = Actual Fish Large Water experimental, maybe with harpooner mice
Albatross = Experimental Transport
It would be cool if the animal men still ran around on their fore and hind feet.
I am not sure what they should have for a dragon.
They could live in burrows, trees and other natural looking habitations.|||Bastilean|||Sorry, as a fantasy racist, I will only accept humans.
I dont want no stinkin subhumans coming in and taking our jobs!|||Lol. Maybe as an easter egg :D|||I personally tihnk this could be cool. But maybe just have a faciton that can train animals as part of their tech tree. Like rhinos and jaguars.|||Sorry, but the archer should definitely be a fox (robin hood).
On the other hand, we don't need a faction of furries...|||I was thinking like Gamorean guards at Jabba's Palace in Star Wars|||A bit like the Zhon faction from TA: Kingdoms. Still one of the most unique RTS races in existence. Cavedog was absolutely crazy making a faction with almost no buildings at all.|||Oh TA:K...your balance issues.
Zhon was so unfair because of Hunters and the effing moving factories.
And Veruna was shitty on land!
blarg.|||If they make a stinkin animal faction, im going to rage if there arent superweapons like nukes to extinguish them with.|||The only thing that will be stinking will be your troops after they get hit by my Skunk Trolls.|||I couldnt imagine anything worse than an Animalmen faction in KnC.|||Stin|||Stin|||When you guys figureout what you want other than Knights and Vikings let us all know about it.
Neph you already posted your opinion GTFO&SO before my frog rider cavalry eats your lunch.
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Bast|||no world of warcraft like kiddie **** please!|||Generally I would like factions that look unique, can credibly exist in the setting and have units that really make the player go "wow!" I like little touches for units like the books floating around the mage as long as the game can still run on an older computer. ie. system requirements that are at most slightly higher than those for supcom 2.
As for late game units I would like to see even larger and more impressive legendaries than supcom. These could include dragons that could credibly meet Tolkien's description of Ancalagon the Black or descriptions of the Yamata no Orochi. I want to see creatures that give the same impression that Quadraxis did in Metroid Prime 2, a sense of incredulity that the develops expect me to fight that. I am not so sure I want a faction styled from the Redwall books unless they can do it spectacularly.|||Korsan82|||Bastilean|||Molemen - soldiers, poor vision, tunneling (steal children, used by parents to scare children at night)
Birdmen - Tier+ flying swordsman (see shining force, wonderboy 3, D&D, etc.)
Wolverines - Tier+/experimental soldier/animal with claw weapons, tunneling
Rabbit Warriors - Tier+ soldiers with a jump assault attack. Would be larger than regular soldiers.
Tunneling: like teleport in Supreme Commander 2, except after the unit enters the earth, the unit spends an amount of time (dependent on the distance to be traveled) outside of the game (under the earth). When the time is complete the units poke holes out of the earth at their destination and jump out of their tunnel holes. Note: Since this would be a time consuming process a player would receive a notification when a group of Tunnelers surfaced. By clicking the notification he would be zoomed to the group.
Burrowing: (micemen) Mouse Soldiers can burrow holes in walls that any man size troops can move through. This ability allows a unit to start, continue or complete a process. A burrow hole also reduces the health of the wall section burrowed in. If the wall is repaired, the burrow hole will be removed. Alternatively, this could be a wizard spell.
Jump: like jumpjets in SupCom2 but faster and shorter distance. Can be used with a weapon to cause landing damage in an AOE.
Foxes would make better archers than squirrels, so we are going to change the archer recommendation to foxmen.
The animal kingdom ruler might be a shape shifter or a conglomeration of beasts.
Submersible Experimental Idea: Giant Crab (GPG could do this very well.)|||Goddammit, GET OUT OF HERE FURRIES. YIFF IN HELL.|||Bast, you do realize that Manimal is an actual user on the GPG forums, right?|||Yes... his sig gave me the idea. I hope he doesn't mind. It's catchy.|||Cygmus|||For the sake of faction diversity, most RTS games that are either based around a Sci-fi or Fantasy setting normally do expand to cover playable factions that aren't human. You can take this up a point of escapism mayhap, or realise that a game would stand out in the market if you could control (relatively) unique factions. For example, in starcraft we have humans yes, but also 2 distinct alien factions. In a similar light, games such as those based on the warhammer fantasy have aside from men, playable races derived from either animals or folk tales ala Lizardmen, dwarves etc.
To make a fantasy game such as KnC stand out, something such as an animalmen faction would seem like a logical idea- you have a faction which looks and plays different to the other factions and, if done correctly the game will stand out more as their becomes much more memorable / unique aspects to the game.
Quite a fair bit of people complained about the lack of unit variety in SC1/FA and possibly also into SC2. For a fantasy game, having 3+ factions of similarly based units wouldn't really appeal to a consumer than a game with 3+ distinct factions.
It is therefore I sign this thread in support of some kind of animalmen / tribal faction.

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