EMPYRE: Lords of the Sea Gates

EMPYRE: Lords of the Sea Gates

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Drakken Oct 5, 2017 @ 6:10am
Zones of control
Needed bad, if you can't prevent a huge group from surrounding your party, they will suround your group without punishement.
for now the only way to prevent this is issue is to enter a dead end and for a line.to block the enemies in front of you.
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Showing 1-9 of 9 comments
jaz  [developer] Oct 5, 2017 @ 6:35am 
We try not to throw too many enemies at you at once (otherwise you get mauled). Are you pulling many at the same time perhaps? If you tell me the level name it would help to know where you experience this and hopefully would not be a spoiler to others.
Drakken Oct 5, 2017 @ 6:45am 
Originally posted by jaz:
We try not to throw too many enemies at you at once (otherwise you get mauled). Are you pulling many at the same time perhaps? If you tell me the level name it would help to know where you experience this and hopefully would not be a spoiler to others.


the second group of raiders on the roof and after prison break ^^, they are something like 8 vs 3.
Running away was not an option and since you have a dead end near by, with room for 2 it was the perfect trap to kill them with dynamite. ;)
jaz  [developer] Oct 5, 2017 @ 9:14am 
Ack. That is a unique element of our game. When we say run, it really means run. Most games just pretend and that is what people are used to. That 2nd group is meant to chase you and if you falter before getting over the bridge then you are swarmed. So consider that a very intentional swarm. We use this combat setup very rarely but we used it there to teach the player that there is a consequence to not running. Just in case you did try to make the bridge and couldn't, that may be bad luck or not moving right away. We timed it to give the player a little head start so it is very possible to get there.

But for this particular encounter, you were not meant to fight, you were meant to run. Of course you can stay and fight. Nothing wrong with that. But it was not meant to be winnable by design.
jaz  [developer] Oct 5, 2017 @ 9:15am 
I should add that if you are concerned about seeing that often, don't be. It really only occurs rarely and with good reason. :)
Drakken Oct 5, 2017 @ 9:43am 
The fight was rather easy with dynamite, when i see many enemies i think loot :D
so fight! haha
jaz  [developer] Oct 5, 2017 @ 10:28am 
Haha. You weren't meant to. Maybe we need to take Cutraro's dynamite away. Although I really like him being a bombing demon chucking sticks all over. ;)

On another note, we really tried to make the combat part of the story. To give it more richness and meaning. Not just some random dudes who mess with you.
Galp Oct 8, 2017 @ 12:55pm 
It took me a few encounters like that to get that "run" means "run" and some ended up being pretty cool missions, mostly in the 2nd half of the game. In one instance I only made it because my old guy was able to drop 3 bear traps at a bottleneck. In another a well timed stun grenade gave me enough room to get away. I liked these bits.
Drakken Oct 9, 2017 @ 6:41am 
I don't play much right now but i am at a fight where you are supposed to run because they are MANY but i see a passage for 2 and i still have dynamite and other AOE items and so running is not an option!!
Stun grenades are cool since you will stun their first row and to traop the rest of the pack behind them, then throws everything you have from dynamite, acid, shoes, etc.
jaz  [developer] Oct 10, 2017 @ 9:45am 
Hahaha. There are worse ways to break our game. As you both seem to be enjoying this, go for it! A video of it wouldn't hurt either. ;)
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