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    posted a message on [RTS/Class Based] Ruthless ( Official Thread )

    This mod sounds much more like Savage 2 and not like Savage.

    Well, at least the economy system is taken from Savage (workers + 2 resources) and not the simplified automated on-off version of Savage 2. And the RTS mode seems to be tech tree based like Savage and not the simplified automated one-way strategy of Savage 2, where the commanders role is reduced to buffing field players. The macro gameplay part of your mod seems to be as diverse and challenging as it can be (with real players doing the micro gameplay part).

    But why is the micro gameplay reduced to classes (like in Savage 2)? There is no need to keep this RTS typical categorisation. With micro gameplay now being more advanced since being performed in action mode you should lift it to a new level of tactical diversity - I would recommend making it tech tree based (like in Savage). In Savage every combat unit can choose between 12 different weapons and 8 items of choice, which can be bought and used on the battle field (while the simplified Savage 2 has fixed loadouts aka classes).

    The combat system in Savage is a conceptual masterpiece IMO. Each race has only 2 abilities: Humans can block or attack, Beasts can leap and attack. Savage 2 has this combat system changed into something more beginner friendly but also a lot less rewarding: block vs block, with block delay in order to make people play more aggressive, which however results into dumb button mashing. I know that it probably won't be possible to make the combat as sophisticated as in Savage, since the mod is derivated from an RTS game which is not designed for that enhanced micro gameplay. But if you manage to make the combat at least 70% as epic as in this Savage duel video, then I would definitely pay much to play you mod:

    Posted in: Project Workplace
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