BlackandWhite2Fanatik
New member
- Joined
- Aug 13, 2008
- Messages
- 12
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.
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.