New features in Black and White 3 you want, and features you want removed.

Joined
Aug 13, 2008
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Even though BW 3 isn't coming out ANY time soon (you can dream...) I want to make a list of features (no new animals please) and deities you want to face in BW 3, just in case Peter Mololux or any other of the BW/BW 2 team decide to check out Kayssplace Forums...

So, ideas will be split into two catagories. I will update every once in a while to make it easier to keep track of ideas and deities already posted.

Deities:

Hades (or some other dead god, with a dead pet)


Features and Ideas:

1. More army variety, maybe an ancient navy! (army variety: more types of siege weapons, special weapons such as giant moving shield siege weapons, special godly weapons that only good or evil gods can summon, and they take up lots of manpower and mana and can only be summoned for a short time)

2. Options when starting out to customize your specific god (for example, the option for impressed cities to convert to your control instead of migrating to you, or just the original option)

3. Mythical air units (such as a giant flying bird) that function as permanent, useable miracles. You summon them using mana from an alter and they appear as individual soldier units that are permanently under your control. This makes the alter a vital construct in early game to access stronger military units. The air units would be slightly stronger at attacking ground, but would take extra arrow damage.

4. More building types for food. Fields seem sort of a disadvantage for food in BW 2 because if you run out of space you can't increase food production. Some examples would be butcher shops (which would be evil because animals are being killed) which process animals found in meadows, although this food production also needs lots of space. Other, more efficient and small examples would be huntable animals on the land (which would respawn in random places away from cities). The animals could be hunted using hunter citizens and wouldn't require a highly expansive city because the hunters could venture outside influence rings to hunt.

5. A more realistic influence ring would be good. Like you would have a green influence ring which would extend out and fade. The line where the green influence ring starts would be the border for building but miracles could be cast in the fading influence ring and not just behind in green border.

6. Allied tribal commanders would be helpful. For example, the allied commanders would function as other players but would be neutral. Whichever player impressed them first would get their help. Conquering would be discouraged for tribal commanders unless they've already sided against you because if you bombarded a neutral tribal commander to bits you won't get their allience because they'll be GONE.

7. Killable enemy leaders (for the non-deity enemies) would be a good twist on conquering an enemy. Tribal commanders (stated above) could be assasinated by a small cache of troops with a little micromanagement if they were against you and you were almost out of troops. If an enemy leader (main goal leader not tribal leader) was killed you could conquer their settlement easily because their army would stop recieving orders and would just stick in one place (they'd still defend though so the conquering wouldn't be entirely painless...)



Well, that's the ideas so far. Feel free to state an idea, as long as A) it isn't stupid or useless and B) the idea hasn't been posted already.
 
Bringing back the miracles from BNW1...In a much more realistic way since BNW2 has much better graphics. Bringing back Khazar from the very long time he was in the void and now he becomes partly your enemy. BIGGER AND TALLER creatures; BNW2 seems to have smaller creatures compared to BNW1. And more buildings of course.
 
You should start watching the progress of OGAM. We're trying to accomplish all of that and more. It's gonna be awesome!
 
http://www.bwfiles.com/boards/index.php?topic=2473.0

It's a modification, in which we're building a whole new campaign, and adding a slew of features.
 
OGAM is the future of black and white, the game to end all games,

ogam is the reason we live!!!

??? ok, mabey not... but it's probably ... nuber3 or 4 on the list...

*mumbles to self quietly
 
Back on topic here. :)

I like some of the ideas in the first post. BW2 fell short in a number of areas.

5. A more realistic influence ring would be good. Like you would have a green influence ring which would extend out and fade. The line where the green influence ring starts would be the border for building but miracles could be cast in the fading influence ring and not just behind in green border.

You really should try to find a copy of the original game. :)
I never liked the concept where it's your city which gained the influence. Unlike BW1 where you tried to gain influence in a town so you can overtake it and spread your ring of influence. In BW2 to do so required you to take the town by force. An evil act.

4. More building types for food. Fields seem sort of a disadvantage for food in BW 2 because if you run out of space you can't increase food production. Some examples would be butcher shops (which would be evil because animals are being killed) which process animals found in meadows,

This was done in BotG, the expansion pack. One problem with more food types is more micromanagement. :rolleyes

I like the idea of having allies you can work with, and maybe double-cross afterwards.

And also of having to build navies to conquer and to travel to new lands. This was one of the original concepts of BW2 but they never went through with it.

 
Yea I never liked being good in BW 2. Your influence ring always extended more if you CONQUERED vs IMPRESSED the villages.

And btw I want a demo of BW but there is none.

And I have no monies to buy BW. :(

How much is it on e-bay on average?
 
Me too i hate being good, so many limitations, but maybe neutral's okay good and evil together. That's usually me NOW!
 
I payed 21 dolars on ebay for black and white 1.

ok, *finishes mumbling

I thik that becuase we'd probably advance to a midevil time game, the tribes would be the english, roman, celts, the franks, and the japaneese...

new seigue weapons such as trebuches and balisti

your unit's armor would have more of a chain mali look, and the franks would have axes and throwing axes as thier weapons...

atleast 15 lands

graphics only slightly beter than black and white 2, I think any graphics greater than those of fable 2 lose thier styleistic computerized look, and thus create a game I wouldn't play.
 
Why not just buy the game instead of orderin'? Good the mall's near my house.
 
yea...

oh, and you should be able to domisticate bears and aligators and such and use them as part of your army...
 
I have more ideas!

Ideas:

1. Time of day should be a factor in combat.
For example, units set on defend (they have those little campfires and camp out) will be stronger at night because of their campfires so they're able to see farther.
This would make it easier to be Evil because you could simply set the time of day to night if there is an attack so that your defenders have an advantage.
Archers would set up torches on the walls so they would benifit also.

2. There should be some type of cavalry (part of my more variety idea in first post but this one is more elaborated).
Cavalry would PWN archers (there would be ranged and melee cavalry, both pwning archers but ranged can pwn them even if they're on walls but more expensive) but if there was regular infantry cavalry would like die because of the disipline of infantry units vs cavalry (which are mostly mercs so they have a berserker fighting style).
You could also have horse farmers for your citizens so you could breed horses for normal use.
Example: Citizens who were disciples (normal ones ignore this rule) would always head to the stables if there was a horse to get one. Horses provide twice the speed of walking and can carry more resources than a normal citizen can.
Horses for disciples also encourages creating lots of disciples so that resource intake would be maximized (whereas in BW 2 having a few disciples is ok until you get a big city).

3. Your creature should be able to have his own pet.
Reason: Creature training becomes more important. Most times if your creature attacks a building you can always rebuild it later and slap him later because right now you have more important things to do. With 2 creatures training becomes a must because 2 creatures can destroy a whole town unless you tell your main creature that doing that is wrong. The mini creature copies the main so be careful what you teach him.

Well I'm full of ideas today :)


 
wasn't there a chalange in black and white 2 about atacking at night?
 
You mean Land 6 about only attacking at night. It's an objective thats not really worth it. It's not important anyway.
 
3. Your creature should be able to have his own pet.
Reason: Creature training becomes more important. Most times if your creature attacks a building you can always rebuild it later and slap him later because right now you have more important things to do. With 2 creatures training becomes a must because 2 creatures can destroy a whole town unless you tell your main creature that doing that is wrong. The mini creature copies the main so be careful what you teach him.

This has been done in Creature Isle. It was an interesting concept but... :rolleyes
 
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