Originally Posted by
loras
So the other day i was doing one of those invasion events for a garrison, and beyond being buggy (orcs stuck on walls, barely targettable) it was also lame.
Then i started thinking about how it could be better, and i quickly realised i was basically thinking of a more reactive version of warfronts. But warfronts also sucked.
So then i thought: "They all borrow from things from Warcraft 3, like DotA, which didn't suck. So what made those not suck?".
And that's where we are at present, as at thispoint i'm pretty much thinking aloud about how to improve and/or combine invasions and wafronts, perhaps by borrowing from WC3, and i invite you to join me in this consideration.
First i'm going to list some positive things about each of them that i hope can possibly used in this improvement:
- WC3 had basebuilding, allowing meaningful and genuine interactive choices; Building placement altered not only aesthetically but also functionally. In warfronts this was very iffy and lacking, in part due to the multiplayer aspect. When thinking of invasions in conjunction with WC3 the first thing that comes to mind is the tower defense mission from WC3, when the blood elves flee through the portal, that could have been combined with basebuilding to add a fun and interesting aspect to base planning, rather than to frontload everything to default AI behaviour making matters quite uninteresting.
- Garrisons have customisation, not a lot, but there are options. Both warfronts and WC3 lack this part, though it can be argued that WoW itself is the product of introducing customisable heroes to Warcraft 3.
1. Going from there customisation for our new feature could involve troop choices, which could easily be taken from or inspired by the original warcraft 3, and which may even reinforce some racial or class identity as well as to allow players to implement new ones. Naturally they would have to act the part as well, though in light of the difficulties duch many combinations could pose it might be better to allow players to "program" the behaviour of troops directly (one could think of the way Dragon Age allows this) to allow them to try to make things work themselves while also enabling workarounds for true faults). The troops could easily use only existing player and item model, avoiding the need for excessive amounts of new artwork (or new stuff to maintain).
2. The other aspect of customisation lies in the buildings and objects of course. In WC3 you had no customisation here either; every building existed in one version, warfronts had even less options and the garrison was also extremely disappointing in this sense, allowing barely anything beyond the most primitive of choices, but the good thing it did is was to make those choices meaningful by tieing function and form together semi logically, and not just be a reskin of another. However even that lacked basic stuff like doodads almost entirely, allowing only some lame trophy stands. By contrast warcraft 3's map editor allowed full control of effectively everythinh, and it spawned many (mini)game modes as a result.
3. Third is the aspect of sound (hail Murmur!), which only garrisons allowed to customise. This was pretty awesome, but it too needed more comprehensive options; more tracks first of all, but also more reactive stuff like i.e.a night track, a combat track and so forth; all of the same gets boring after a while.
- The actual fighting itself in invasions was utterly lame, in warfronts it was also none too good, but there are some aspects worth mentioning, namely the events, the bosses and minibosses, and the option to charge into battle alongside a squad of help under your control (sort of). While i can't say they worked well they were still notable enough to be memorable. WC3 is on a different level here of course, but the extent of the relevance thereof is limited due to WoW's scope; very few play this game to issue detailed commands to an engire squad at once. Here i would like to once again propose Dragon age as an example: Allowing players to define their followers' behaviour before combat allows them to anticipate and understand their interaction, and thus still add a new layer to combat beyond troops being simple guardians or predefined npcs.
- Besieging, invasions were the worst offender here as they just randomly pop up everywhere willynilly, frankly ruining immersion. Warfronts were at least somewhat interesting on this front, but suffered greatly from, among other things, the inability of (player)characters to directly damage building, making it all somewhat tedious and boring. Now WC3 excells here, as enemies are forced to contend with their environment and especialy the buildings therein. I think it is clear our new creation needs way more comprehensive and interactive besieging and besiegable objects, tools and vehicles.
Anyway that's all i've got for now, i may expand this later