New Features Galore(From Stick War 2 Development Blog)

Started by: Bladed Fire | Replies: 58 | Views: 4,314

brockemon

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May 9, 2013 4:27 PM #969301
Hi All,

I just want to clear up a few things about our intentions for the "Global Spells".

Firstly, we are in early stages of planning but wanted to inform the community to get some feedback. Needless to say, many of the things we have said may change. Our vision for the global spells is that you will have a unit that represents you, the king of your empire. This unit will sit upon the castle wall. You can imagine that this is the unit commanding your troops. Within the armoury you will be able to equip items/spells to this unit that give you the ability to cast global spells or may also provide passive effects that benefit you in some way. We want these spells to be represented by items as this will allow your opponent to scout your spells.

It is true that as you play more you will unlock more of these "spells", but this is just to provide variety. We plan on balancing these abilities the best we can so that experienced users do not gain an advantage. We do believe however that these abilities will allow people to create deeper strategies that are defined by the spells they choose. You may even decide to equip certain spells depending on which opponent you are against.

Our current vision for these spells is that you will have a primary and secondary spell. The primary will be more powerful and will have a larger effect on the game if it is passive or will have a longer cool down if it is castable. Use of this spell will have to be carefully thought out as it will take a long time to recharge after casting. Some examples for this might be area of effect damage spells, group heal spells, a passive income advantage, or a spell that spawns a spearton. Note, at the start of the game the cooldown will start such that you will not be able to cast these spells initially. We wish to make it so your opponent has time to scout these spells by coming to your side of the map and looking at your king. Your opponent may also choose not to scout and try to gain an economic advantage.

Our current vision of secondary spells is that they are less powerful but require you to cast them more often. These will allow more advanced users to show their skill as they will require you to play faster. i.e. small heals, smites, stuns, unit boosts, unit shields. These will have a short effect but more experienced players will be able to use these to show off their skills.

Much of this could change and we value your opinions and ideas.

-Brock
_Ai_
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May 9, 2013 4:52 PM #969313
I have some questions.

1. How long is the cooldown for these abilities?
2. We can choose any unit of a certain empire, from miner to giant?
3. Will King have their own armory section?
4. Will ranked match still exist?
5. How long is the range for the primary spells?
6. Will the selection of unit for the king affect the spells?

I might've more, but I'll add the later.
Tecness2

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May 9, 2013 5:19 PM #969320
Quote from brockemon

Firstly, we are in early stages of planning but wanted to inform the community to get some feedback.


Quote from _Aiman_
I have some questions.

1. How long is the cooldown for these abilities?
2. We can choose any unit of a certain empire, from miner to giant?
3. Will King have their own armory section?
5. How long is the range for the primary spells?
6. Will the selection of unit for the king affect the spells?

I might've more, but I'll add the later.

Did you seriously just ask those?


And number 4 is an obvious answer. Yes, they will still exist.
_Ai_
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May 9, 2013 5:28 PM #969327
Quote from Tecness2
Did you seriously just ask those?


And number 4 is an obvious answer. Yes, they will still exist.


Yes I did. And I feel stupid for asking.
macaroniinacup
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May 9, 2013 5:32 PM #969330
reminds me of clash of clans, but kudos to great idea, will finally bring some spice to the game
WyzDM
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May 9, 2013 8:01 PM #969413
Quote from brockemon
Hi All,

I just want to clear up a few things about our intentions for the "Global Spells".

Firstly, we are in early stages of planning but wanted to inform the community to get some feedback. Needless to say, many of the things we have said may change. Our vision for the global spells is that you will have a unit that represents you, the king of your empire. This unit will sit upon the castle wall. You can imagine that this is the unit commanding your troops. Within the armoury you will be able to equip items/spells to this unit that give you the ability to cast global spells or may also provide passive effects that benefit you in some way. We want these spells to be represented by items as this will allow your opponent to scout your spells.

It is true that as you play more you will unlock more of these "spells", but this is just to provide variety. We plan on balancing these abilities the best we can so that experienced users do not gain an advantage. We do believe however that these abilities will allow people to create deeper strategies that are defined by the spells they choose. You may even decide to equip certain spells depending on which opponent you are against.

Our current vision for these spells is that you will have a primary and secondary spell. The primary will be more powerful and will have a larger effect on the game if it is passive or will have a longer cool down if it is castable. Use of this spell will have to be carefully thought out as it will take a long time to recharge after casting. Some examples for this might be area of effect damage spells, group heal spells, a passive income advantage, or a spell that spawns a spearton. Note, at the start of the game the cooldown will start such that you will not be able to cast these spells initially. We wish to make it so your opponent has time to scout these spells by coming to your side of the map and looking at your king. Your opponent may also choose not to scout and try to gain an economic advantage.

Our current vision of secondary spells is that they are less powerful but require you to cast them more often. These will allow more advanced users to show their skill as they will require you to play faster. i.e. small heals, smites, stuns, unit boosts, unit shields. These will have a short effect but more experienced players will be able to use these to show off their skills.

Much of this could change and we value your opinions and ideas.

-Brock


I like the whole "counter picking" idea behind choosing a king. This will aid players in future tournaments and other areas of competitive play. Making them not too powerful is the trick, as you stated, you still don't want to give experienced players a larger advantage, even with being to create these deep strategies.

Still very exciting.
BuddyLucky2
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May 9, 2013 9:56 PM #969475
More Spells...Interesting :D
This Mage approves AS LONG AS THERE NOT OP SPELLS FOR ANY EMPIRE!!!
awesomebloc
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May 9, 2013 11:14 PM #969520
Quote from BuddyLucky2
More Spells...Interesting :D
This Mage approves AS LONG AS THERE NOT OP SPELLS FOR ANY EMPIRE!!!


One does not simply make something that a large amount of people call OP
awesomebloc
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May 9, 2013 11:15 PM #969521
Won't call OP :P
Bladed Fire
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May 9, 2013 11:33 PM #969530
If there was two spells, group heal and small heal, I will choose them two. Better if have passive regenerate spells.
awesomebloc
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May 9, 2013 11:37 PM #969532
I like how every one is paying attention to kings and queens and forget the other features :p
Sagiratus

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May 9, 2013 11:53 PM #969538
Sounds fun. Why do you all hate it.
Sagiratus

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May 9, 2013 11:56 PM #969541
Team Death match would be awesome! But I don`t think Crazy Jay will do it.
jerrytt
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May 10, 2013 12:17 AM #969558
The only thing that I dont like about this update are the global spells. I dislike the idea of them because it changes things between players. The thing about this game is that all players with the same empire start out completely equal, and it is the choices you make from there that affect the game. Suppose that one player has a set of spells that completely counteracts the opponents spells. The game would essentially be decided from the start. As we dont know all of the details yet, and brock assures us that these will be balanced as best as they can, I guess we will just have to wait and see how these unfold.
Bladed Fire
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May 10, 2013 12:18 AM #969559
Quote from Sagiratus
Team Death match would be awesome! But I don`t think Crazy Jay will do it.


Hey Sagiratus, don't double post. This forum is not like SE Wiki, can double post in freedom. This forum has lots of Moderators which I'm not and they will ban you if you did something wrong. Be careful on this forum and welcome.