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Campaign - An Empire Destroyed - mission 1 cant win

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Shadaoe

Knight

Posts: 584

Joined: 28 Jul 2011, 22:00

Post 10 Dec 2014, 21:59

Re: Campaign - An Empire Destroyed - mission 1 cant win

I think it isn't a wrong design decision from dicso, I believe a campaign can have different types of mission, and isn't it a plus when people are surprised ? This campaign has diversity in missions, it invites players to learn the campaign.

For example, in the first mission, after the first wave, you got a message saying you have to retreat inside the castle because you're outnumbered, and after some time spies in your ranks start to attack you, you can see the situation getting worse the more you kill enemies. I think it makes you read the scenario more.
I'm probably biased because I'm in favor of mission diversity and useful scenario hints, but I believe it is for the better that a campaign isn't just 20 standard solo missions with a little text to connect the whole.
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sado1

User avatar

Council Member

Posts: 1396

Joined: 21 May 2012, 19:13

KaM Skill Level: Skilled

Post 10 Dec 2014, 23:27

Re: Campaign - An Empire Destroyed - mission 1 cant win

Shadaoe wrote:I'm probably biased because I'm in favor of mission diversity and useful scenario hints

Not to mention, you were personally involved in the campaign (including first mission scripting), so you can't be seen as impartial at all :D

Well, I just hope people will get it, and will not think that the campaign is either ridiculously hard, or broken, that's all. In a few days, I'll give it a try myself I guess :P
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Shadaoe

Knight

Posts: 584

Joined: 28 Jul 2011, 22:00

Post 11 Dec 2014, 00:32

Re: Campaign - An Empire Destroyed - mission 1 cant win

Implied only in scripting, the story and missions are all dicso's.
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Ben

User avatar

Council Member

Posts: 3806

Joined: 08 Jan 2009, 23:00

Location: California GMT - 8 (Standard Time)

KaM Skill Level: Beginner

Post 11 Dec 2014, 02:49

Re: Campaign - An Empire Destroyed - mission 1 cant win

As far as I know, Disco did the design as well.
#thunderposting #greentornado
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dicsoupcan

Moorbach's Guard

Posts: 1314

Joined: 12 Feb 2012, 21:36

KaM Skill Level: Fair

Post 11 Dec 2014, 08:38

Re: Campaign - An Empire Destroyed - mission 1 cant win

i am responsible for the entire map/story/mission event design. I asked Shadaoe, Randomlyrics sand Esthlos with scripts because i jsut canot do it (i wanted to change 1 color code and broke the entire mission objectives :/ ) but a cutscene might indeed be a solution, as that will give the player a sense of winning and yet he can see it was never meant to defeat all enemies.
You have enemies? Good. That means you've stood up for something, sometime in your life. ~ Winston Churchill
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Krom

User avatar

Knights Province Developer

Posts: 3237

Joined: 09 May 2006, 22:00

Location: Russia

KaM Skill Level: Fair

Post 11 Dec 2014, 08:42

Re: Campaign - An Empire Destroyed - mission 1 cant win

Maybe there are other ways of letting the player win and let him see the city destroyed? E.g. give a Knight that must survive for 10min, add a countdown to UI. Then player will be concerned with that and "accept" the city destruction.
Knights Province at: http://www.knightsprovince.com
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Ben

User avatar

Council Member

Posts: 3806

Joined: 08 Jan 2009, 23:00

Location: California GMT - 8 (Standard Time)

KaM Skill Level: Beginner

Post 12 Dec 2014, 03:47

Re: Campaign - An Empire Destroyed - mission 1 cant win

Hm! Very interesting!

Disco, in mission 2, you have the king running away. Perhaps you could spawn a knight(the king) that must make it to the edge of the map. After the knight escapes, the game view could snap to the castle that is being destroyed with a message saying "The king(or you whatever) has escaped, but alas our castle is lost." or something like that.
#thunderposting #greentornado
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dicsoupcan

Moorbach's Guard

Posts: 1314

Joined: 12 Feb 2012, 21:36

KaM Skill Level: Fair

Post 12 Dec 2014, 17:45

Re: Campaign - An Empire Destroyed - mission 1 cant win

Ben wrote:Hm! Very interesting!

Disco, in mission 2, you have the king running away. Perhaps you could spawn a knight(the king) that must make it to the edge of the map. After the knight escapes, the game view could snap to the castle that is being destroyed with a message saying "The king(or you whatever) has escaped, but alas our castle is lost." or something like that.



actually i like this idea, let the king escape and then destroy the city using a cutscene.
You have enemies? Good. That means you've stood up for something, sometime in your life. ~ Winston Churchill
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