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

PostPosted: 10 Dec 2014, 21:59
by Shadaoe
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.

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

PostPosted: 10 Dec 2014, 23:27
by sado1
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

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

PostPosted: 11 Dec 2014, 00:32
by Shadaoe
Implied only in scripting, the story and missions are all dicso's.

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

PostPosted: 11 Dec 2014, 02:49
by Ben
As far as I know, Disco did the design as well.

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

PostPosted: 11 Dec 2014, 08:38
by dicsoupcan
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.

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

PostPosted: 11 Dec 2014, 08:42
by Krom
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.

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

PostPosted: 12 Dec 2014, 03:47
by Ben
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.

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

PostPosted: 12 Dec 2014, 17:45
by dicsoupcan
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.