Research and Bricktron creation
TheFox
Member
in Suggestions
What if, Bricktrons are build and Corruptrons are created?
Currently the home crystal spawns a complete bricktron, what if bricktrons build a bricktron and the home-crystal spawns a soul for the bricktron. a symbiotic relationship, bricktrons get more wisps, or souls for the homecrystal and the home crystal spawns more bricktrons.
this would also allow the bricktrons to have upgraded versions for themself, a brutetron. and would even allow them to manipulate the wisps or souls later on to take on bodies that are created from different materials. a Bricktron made of Iron with the soul of a Bricktron. A Golemtron. But also for example Bricktrons more in-tune with the home crystal. Bringing it's healing effect to the front lines.
This in turn reminds me of a hive-mind, for example if research is ever introduced it could work on how many bricktrons you have, bricktrons getting smarter when there are more of them.
also a concept for research:
Currently the home crystal spawns a complete bricktron, what if bricktrons build a bricktron and the home-crystal spawns a soul for the bricktron. a symbiotic relationship, bricktrons get more wisps, or souls for the homecrystal and the home crystal spawns more bricktrons.
this would also allow the bricktrons to have upgraded versions for themself, a brutetron. and would even allow them to manipulate the wisps or souls later on to take on bodies that are created from different materials. a Bricktron made of Iron with the soul of a Bricktron. A Golemtron. But also for example Bricktrons more in-tune with the home crystal. Bringing it's healing effect to the front lines.
This in turn reminds me of a hive-mind, for example if research is ever introduced it could work on how many bricktrons you have, bricktrons getting smarter when there are more of them.
also a concept for research:
Comments
Please be specific.
On the second part of your proposal, you're proposing tech trees and tech levels akin to a 4x RTS. This opens up a HUGE can of worms in terms of unit balancing. We need some hard data here on DPS, hitboxes, trade offs, cost effectiveness and so forth to what your proposing.
Which to be honest would be COMPLETELY chaotic to talk about without laying down a proper framework of what we currently have at the moment. Also we have to bear in mind what kind of RTS is Sauropod studios thinking about building. Do they want some sort of pseudo RTS where you can heavily customize your fortress?
Do they want to go towards a more city builder, RPG management approach like Timber and Stone? Right now the combat in this game is just in its infancy to see the implementation of tech trees to be honest. Some deeper elements are being explored with the recent updates though. For example, when your units get surrounded, take a close look at their health.
You'll notice that hits to the rear where there is no shield inflicts direct damage to their hit points, instead of their shield points. Also archers, archers aren't always able to shoot down directly at enemies as easily now. Bricktrons aren't slowed down as much as they used to be by slowing walls. You can finally order Knights to take stationary defensive positions they'll try to remain in to create walls of flesh, chokepoints, or actual formations.
Another small detail you'll notice if you look hard enough is that Curroptrons will start mining up stones to throw at your archer units. I did remember reading on one of the Q&As, specifically this one (http://www.castlestory.net/en/news/6186-DEVS-ANSWERS) and others where they are planning on being able to craft weapons made out of different materials and durability. In another, which I've lost a link to but will post if I remember where it is, I read that they eventually want to do away with the concept of classes, and just be able to let you give Bricktrons tools as you see fit.
So who knows, maybe tech tress will be a thing, but again IMHO, right now the game is just not polished enough to implement tech trees just yet.
Altough 4x is mostly used for space-themed strategy, as 4x stands for
Explore, Expand, Exploit, Exterminate. mostly involving huge galaxy's
however a tech tree can be in any sort of game.
Also WE do not need hard data on DPS hitboxes. these are game mechanic's and is best left to sauropod themself. and this is a suggestion forum. i only post here to reach the dev's. and perhaps discuss and improve on my idea's. trade-offs can of course be discussed however. i do not see any suggestion from you here.
There's no need for us to define what genre or direction castle story needs to go or why stick to genre' at all, this is mere suggestion form, and the fact that combat is still in it's infancy is why i posted here. the fact we have Early Access mean we get to test the game out, find bugs and well post suggestions and well this is my suggestion.
IMHO when the game is polished enough that everything is already implanted there's no need for suggestions about combat or research, thus why i post early hopefully to bring idea's to the developers while they are still developing.
Right but we're talking about an RTS here. Sure there are RTTs with tech trees, but in RTS games tech trees matter a lot more than the micromanagement. Since they determine build speed of structures, buildings, and general base building not just unit buffs like in RTTs.
"These are game mechanics and is best left to sauropod themselves"
Doesn't mean we shouldn't provide our input. I for one was concerned about the fact that the Knight Unit has been useless for a couple of patches now. However since I felt the path finding was atrocious I wasn't vocal about my complaint about that aspect of combat. Thankfully the Knight unit has been fixed in 0.8 with the tank buffs to health.
Anyhow the reason why I think DPS and such mechanics should be discussed is because on your flow chart you're proposing a crossbow. Not just a crossbow, but a crossbow that can be improved upon. While IRL a crossbow is not as effective as an actual longbow, I don't know if you know that. SO I don't know if you're plannig on having them be some sort of cheap mass produced unit or not.
Either way, having more long ranged units would break the balance of combat right now and would tip it towards the favor of ranged combat again. I don't know about you, but I like the recent combat tweaks, it's allowed me to finally have a use for knights. In your chart there's also a Brutetron which I'll assume it's a super weapon, as well as a speartron. My issues here is how much will the Brutetron cost? Is the spear unit a significant improvement than the sword unit, or is it a cosmetic change? Will the spear unit cost more? What are the disadvantages for producing these things?
"trade-offs can of course be discussed however, I do not see any input from you there"
Hey you're the one making a proposal here, I don't feel like doing your work for you, nor getting in the way of your vision either. Yes, we're just mere suggestions plebs, but that doesn't mean we can't have in depth discussion now, right?
"There's no need for us to define what genre or direction castle story needs to go or why stick to genre' at all, this is mere suggestion form."
Community input is important, and your input is going directly against one of the things they've been meaning to implement for a while.
You're proposing on Sauropod to continue the class unit format we have right now. When they have expressed in the past that they're interested in getting rid of unit classes and allowing us to make equipable weapons for our Bricktrons instead, as cited in my post above. This is a direct conflict, and you should address why your proposal is better than theirs with some data.
Now on to the economics tweaks you're proposing. It seems you want us to go back to the good ol' days of depending on the RNG of digging up some crystals. It's not just us building empty husks while waiting for souls to fill them up, right? Unless the crystals are only meant for upgrades and the special bricktrons you're proposing. Which still has us depending on the crystal RNG, BUT it will only be for upgrades and special unit production.
"IMHO when the game is polished enough that everything is already implanted there's no need for suggestions for combat and research "
Hey, if you want to discuss things that could influence development you're more than welcomed to. This is but a suggestions forum, so maybe your ideas might get enough traction, or maybe not. However it would be in your best interest, as well as this discussion's, for you to polish up your proposal so we can all see why your vision is superior. Because as it stands right now, I just don't see it, it sounds like an amalgamation of brainstorming.