In an earlier post I told you about the major changes coming in june (see here if you don't know what I'm talking about: http://forums.dogsofwar-online.com/viewtopic.php?f=3&t=2946).
Now that you have the broad picture I'd like to give you more details about the new game mode that will become the main mode. Please, keep in mind that this is a work in progress, things are still being developed and tested. Be aware that it is possible that some of the things I will mention in this post won't make it to the final version.
Now, about the game mode.
Requirement to enter a game :
A company of troops under the AP limit
One Hero compatible with the faction of the company (Note that Heroes are not bound to a company.)
We're still working on the AP points of the company and Heroes, just know that both will have an impact on the game.
Overview :
At the beginning of every turn, 1 Elixir sphere pops up at a random location on the battlefield, moving one unit to this spot rewards 1 Elixir point (the sphere disappears).
Killing a unit that picked up a sphere during the game makes a sphere pop up where that unit died.
There is a small (2-4 Hex) control zone at the center of each map. Controlling this zone gives one Elixir point at the end of each turn. Controlling a zone works like in KOTH.
Both player have a score similar to the one you have in DM (based on the remaining AP of your company)
There will be a turn limit, around 10.
Heroes can give orders to the troops, it's the only way for troops to receive orders.
Heroes cannot receive order.
Each Hero has an ultimate order with an activation constraint, most likely it will consume a small quantity of Elixir, but we also have other ideas, don't be surprised if it ends up working differently.
Each Hero has unique skills that requires Elixir.
Note that : Heroes also have “classic” skills and traits that don't require Elixir, of course.
Victory/defeat conditions :
The first player to collect a specific amount of Elixir (set at 7 as of now but still subject to change) will win the game. Killing the Opponent's Hero will also be a way of achieving victory, either as a victory condition by itself or because it will give you a lot of Elixir point (still being tested).
In case of draws (both Heroes are dead, both players have reached 7 Elixir or more, etc.) we'll first look at how many Elixir both players have, the winner will be the one with the most, and then if everything is still tied, we'll look at the Army AP% score. And if it's still a tie, then it's a tie.
So, that's about it. Obviously we still have a lot of balancing and tweaking to do, but meanwhile, we'd love to hear what you think about it.
Now that you have the broad picture I'd like to give you more details about the new game mode that will become the main mode. Please, keep in mind that this is a work in progress, things are still being developed and tested. Be aware that it is possible that some of the things I will mention in this post won't make it to the final version.
Now, about the game mode.
Requirement to enter a game :
A company of troops under the AP limit
One Hero compatible with the faction of the company (Note that Heroes are not bound to a company.)
We're still working on the AP points of the company and Heroes, just know that both will have an impact on the game.
Overview :
At the beginning of every turn, 1 Elixir sphere pops up at a random location on the battlefield, moving one unit to this spot rewards 1 Elixir point (the sphere disappears).
Killing a unit that picked up a sphere during the game makes a sphere pop up where that unit died.
There is a small (2-4 Hex) control zone at the center of each map. Controlling this zone gives one Elixir point at the end of each turn. Controlling a zone works like in KOTH.
Both player have a score similar to the one you have in DM (based on the remaining AP of your company)
There will be a turn limit, around 10.
Heroes can give orders to the troops, it's the only way for troops to receive orders.
Heroes cannot receive order.
Each Hero has an ultimate order with an activation constraint, most likely it will consume a small quantity of Elixir, but we also have other ideas, don't be surprised if it ends up working differently.
Each Hero has unique skills that requires Elixir.
Note that : Heroes also have “classic” skills and traits that don't require Elixir, of course.
Victory/defeat conditions :
The first player to collect a specific amount of Elixir (set at 7 as of now but still subject to change) will win the game. Killing the Opponent's Hero will also be a way of achieving victory, either as a victory condition by itself or because it will give you a lot of Elixir point (still being tested).
In case of draws (both Heroes are dead, both players have reached 7 Elixir or more, etc.) we'll first look at how many Elixir both players have, the winner will be the one with the most, and then if everything is still tied, we'll look at the Army AP% score. And if it's still a tie, then it's a tie.
So, that's about it. Obviously we still have a lot of balancing and tweaking to do, but meanwhile, we'd love to hear what you think about it.