Forums → Forum Games → Matt's Tactical BvB RPG kickstarter discussion
The official discussion thread of a pending sequel to the popular (and closed) RPG "Epic's Tactical Base vs Base Strategy RPG" on what to keep, what to drop, what you want to see more of, etc.
This is a copy of the original sheet. Discussion starts now.
Time: Morning, Noon, Afternoon, Night -/4, Day -/-
Achievement Point list
Injured Heroes (Lose turns)
Dead Heroes (Dead, awaiting revival)
Undead Heroes (The dead revived)
Necropolis Citadel, Level 1: 100,000 HP
Necropolis Wall, Level 1: 10,000/10,000 HP
None at the moment!
_-_-_-_-_-_-_-_-_-Base Dividing Line-_-_-_-_-_-_-_-_-_-_-
~~~~~~End of Character/Base Sheet~~~~~~~~~~~~~
- 129 Replies
I think the anarchist should have some form of a base,home,shed,cave,little hole in the ground to return too
For each one or overall?
Except it doesn't make sense for a anarchy to have an organized place to go to.
Who says we need to make it the same bases as we had in the game? Ans why only two bases? Let's have all the bases!
true bluydee but in Epic's game, I had built up an army to continue the game by attacking them but the were on a boat in the ocean or everybody was to spread out to get them all, I had only fought one but Epic saved the other person so it was difficult to get them
my feedback for now
Honestly, I don't really have an opinion. actually, I'd perfer no base, though I will work for free lance if anyone gives me a **** good reason.
Well, I agree with game, both sides should have a base to go back to, but it will only serve as a resting and training spot for said sides. I does not serve any other purpose. It's not going to be a defense building, or buildings.
So, a Castle-based game? Each side gets a castle?
But not just any castle. A Castle with a hospital and armory, of course. But a Castle with halls and doors. And a dungeon. THE Dungeon. Doors that are locked in mysterious ways. Chests hidden in plain sight.
Go on a quest. Return to the castle and try to open a door or two. Build or upgrade parts of the castle to access more rooms. Some have maps to places you can't find otherwise. Maybe some scenery, like an observatory or a great hall.
And each castle has its own secrets. You can try to break into the other one, but you'd better build defenses on your own first. Anyone liking this idea?
Sounds good! Where do you thing we should quest to?
And you get a locker. You can store items and gear there that can never be stolen. And there are trainers. Fight them and get a new skill. Fight then and make them your ally. Fight them and have them open a door in the castle!
I need locations. Names. Monsters. Quest ideas.
Make it happen!
...Make the castles completely break physics. Make it work the exact opposite way of how you think it's gonna work. For example: there's a chasm you have to cross in order to get a chest. Jumping leads to you falling down the chasm to a cave system with more goodies, while simply stepping off the edge causes earth to form up under your feet, allowing you to cross the chasm and obtain the chest. Make things work the opposite to prior knowledge some times, but make them conform with previous standards other times. Make the player feel like he/she is in a maze, but the walls of the maze are constantly being removed, added, and removed at seemingly random.
...but it can't be TOO random, because this is a place you live. The Castle is your home. The graves of the Heroes are here. But it has many rooms you've never been inside. Many secrets behind many doors. Words of wisdom written on scrolls around the wall, some of which have never made sense....yet....
Let name the first place. which is the 1lv map White Forest. A fairly calm patch of land that is about 1000 square miles in all directions. Monsters found in that location: Wolf Pup 1lv, Earth Golem 2lv, Weak Gargoyle 1lv. That's all I got for now.
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