Game Design Suggestion for The Last Stand

Game Design Suggestion for The Last Stand

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8/18/2015 9:21:45 AM

Question sent to me by Johannes which are changes for the Game Design Document (GDD)

http://www.thoucurator.com/wiki/viewwiki?wikiid=44

 

 

Tested in the boardgame:


Full customizable mechs work, it's hard for the player to remember more than 5 items and abilites at the beginning. We don't need classes they choose from, it's great if the player are able to decide exactly on their own what they want to play and create their own unique class. But we should offer, expecially for Beginners Starter item combos, so they are able to just start the action without thinking too much about their item combos.

New items could be unlocked for the players from time to time, additionally we could seperate the players and the complexity of their mechs. We make for example 3 Levels. Beginner, Experienced and Pro. For each Level you can use more items and more complex items, this way new player wouldnt be overwhelmed and have a goal where they want to go. This would be some kind of tutorial.
Complexity at the start is a huge problem in Mobas, this way it could be easier, "easy to learn, hard to master" is the goal here.

The combination between mechs and a commander works great, but we have to make sure, playing commander has enough abilities and orders. He has to require as much skill as the mechs.

Design goal: Commander focus on macro game, Mechs focus on micro game.

To achieve a nice macro game for the commander he needs many different orders and abilites, he should use orders for every single mech, this way every player knows exactly what to do and the game could be interesting enough for the commander.

Design goal: Teamwork between the players and commander is the key to win the game. Players should want to follow the orders, they shouldnt be forced to do it.

Therefore the orders should always give a big bonus to the player. Example: Player A, Attack Player B. Attacking this player and killing him gives him bonus damage and bonus gold on a kill, maybe 50-100%, the players realy should be motivated to follow these orders.

Design Goal: Every mech should feel unique.

As I wrote before, no classes just unique items. The players can build their own classes.
Design Goal: Rounds should take 10-15 minutes. This way player are able to test out their mechs. There is no farming or additional items during the game with a short round the game stays interesting. (Additionally it's a trend player don't want to play more than 15 min in one session)


Focus: We should focus at first on 1 type of mechs, I suggest the landmechs. If we do well we can easily add the other types you suggested. Another point is the mode. I would focus on 1 mode to play, the capture mode. I explain why in the following part:

 

Mode: Capture
6vs6 + 1 commander each
Goal: Destroy enemy HQ
Map: Symmetric map with some capture points
Each base has a undestrutable shield. If you captured more points than your opponent their shield gets smaller and smaller. Until you destroy the shield and are able to attack the opposing HQ.

This way we could force little teamfights, some pauses for the players and a big Finale.

Another point is, the commander can give more specific order, not only attack this player. For example: Capture, hold, Defend, Retreat and so on.


Things I still have to test in the boardgame:

                How many items, abilites and Orders do we need?
                How big should the map be, and how many capture points do we need?

 

Thanks,
James Fleming

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