AoC Might Live for 3-months like all the other Asian-trash in the Market
People are just savvy craftsmen; let's put that out there. Also, let's put the fact I've always preferred crafty games to dragging, brute-force games. This game might be a 3-month marathon for me if it's as crafty as a child's drool. Let me explain my philosophy. I won't give specifics because that's weird. I am not making the game. But i will explain somethings that will give some of the intrepid team a feeling somewhere in the back of their heads of what i see as a better game.
- Crafty Navigation: I assume knowing your way around the map of this world will be crucial. If so, imagine these situations. First, imagine if the routes Caravans can take are fixed as rigid as stone. That would be drool-inducing. However, imagine if players can drive Caravans, allowing them to smuggle the Caravans like Mexicans be? Imagine if players can send two caravans; one empty and one stocked. The empty one is like a way to check the route, and the second one carries all the valuable stock. Also, imagine if players can use Caravans to camp campers. As in, a bunch of A-holes clog the path and scavenge every Caravan. What if they let them have the Caravan and back stab them while they're busy looting. Imagine if players can attach bombs to Caravans and send them to other Nodes they aren't in favoring grounds. Imagine these plays and how much more crafty and savvy they're compared to having a fixed, rigid path.
- Crafty politics: This one concerns alliances and nodes; basically mass-scale relationships. There is the traditional stuff that is related to maintaining good ground with other nodes and other groups of players. However, what if the game actively makes it hard to maintain alliances. I know, i know. that's a rather weird thing to say... but think about. Having an alliance composed of three hundred plus players can be handy, but it can also be a way to trump the competition, and especially it can be highly rewarding. What if, since alliances are such a large reward for a small effort in most games, what if maintaining them is of difficult proportions. This will mean having smaller guilds will be more inviting, which will mean smaller bubbles of players, which will force them to get crafty. A marching army can walk over a node, but a marching twenty to thirty player guild can't just run over their competition. They've to get crafty and trudge carefully. What i am saying is that the game should actively make it difficult to maintain a relationship of massive scale. It should thus encourage smaller guilds, which will mean players have to really get crafty.
- Lastly, which is the most obvious, the combat system should be supported by smartly designed environment that utilizes its quirks. If there is dashing, then there should be ways the environment can block to force the player to look rather than button-mash. Point being, the environment shouldn't be green-fields with no bumps.
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