Victory Conditions: Variance

Discussion in 'Off-Topic' started by Pengw1n, Jan 14, 2013.

  1. Pengw1n

    Pengw1n Moderately Informed Staff Member

    From following this game through stalking the beta forum and dev diaries - I get the impression there's actually only really 2 win conditions: Victory Squares and simply killing all Victory Point mobs. If this is an incorrect assumption, some of the points of this thread might be... well... pointless!

    Victory Condition: Survival/Last Stand.

    Could be to survive for a certain amount of rounds (I'm aware this might feel weird due to how rounds work) vs contiously spawning mobs. From a story perspective this could be used to guard a caravan before help arrives et c - and finishes the adventure (i e an end trigger rather than having to kill the remaining mobs).

    Victory Condition: Relay Resource Race
    Where as you have to step on a tile to aquire a buff (potentially an attached card) and move it to another tile to drop it off (repeated/varied for victory points). You would be able to fight during this, so it'd just be a matter of having movement be paramount - as mobs would keep respawning. Story perspective might be to take up torches to burn a spider's nest x times or carry buckets to put out a fire at an Inn set by a drunken fire mage.

    Victory Conditions: Levers
    Like victory squares but maybe you'd have to stand on certain tiles simultaneous for it to work - by "simultaneous pulling a lever/button". Story, pretty much anything.

    Both RRR and Levers might be suitable that it spawns (or avoids spawning) a boss mob at the end. However, not knowing how/if spawning within a game actually works I can't say anything about it being realistic!
     
  2. SurgeonFish

    SurgeonFish Automaton Moderator Staff Member

    There are differences between the ones in place already. While yes its still mostly the "Stand on point to receive stars" approach, its never the same. The victory points can be 1 to 9 squares big and you can fight on the contested location as if there is an equal number of enemies and friendlies on them than no one gets stars. Sometimes they put the enemies directly in front of you to mow over or to go around. I had one which is my favorite map, there were single victory squares every 3rd movement block around the entire map in a square. There is one map later in the game where your guys are spread out across it on spawn, and your enemy will make huge areas into difficult terrain for you to get to the victory location. There is a gladiator area where you start in the victory square and your enemies are already standing next to you and you gotta beat them out of it.

    So its not always the same for Victory Squares, but its good to have variety yes.
     
    Pengw1n likes this.
  3. Pengw1n

    Pengw1n Moderately Informed Staff Member

    That's the kind of feedback I'm looking for, considering my "very limited" experience with the game. Good to hear it doesn't feel all samey - guess the variety in enemies and equipment is where the game really shines, making victory conditions less important.
     
  4. Wozarg

    Wozarg Thaumaturge

    I'm getting close to finishing all maps and not a single time have i said to my self. Oh this kind of map again...

    Like SurgeonFish said while the mechanic of the squares stay the same the placement and the mobs make every use of them just different enough. That's not to say more victory conditions down the road would be a bad thing i personally would like to see the levers or similar mechanics where you need to say touch all victory squares to move on.
     

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