Songs of Conquest

Songs of Conquest

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Windfarer Mar 14, 2024 @ 7:48am
2
Ways to Improve Random Maps - You're Almost There!!
Since I've been here even before the early access, I have to say that the game has come a long long way. I really want to acknowledge the developers' effort in improving the AI (ex. Captain Gars) to the whole new level and all the work (ex. from Emil) of making random maps a lot more varied and fun to play than before.

Here are things that I believe would make the RMG even better:
(Keep in mind that I mainly play against higher difficulty AIs and I progress quite fast by using meta magic-oriented wielders.)

GENERAL ISSUE: After 12-20 turns, I find the game quite bland. I don't get to really feel the sense of adventure or exploration. By that time, in ALL templates, I probably would have met and fought against 1-2 enemies already. What happens afterward would be an endless cat and mouse game where I try to run around and capture as many enemy cities. It feels like the game pushes us to be in the action against other wielders all the time and it's just not fun. Since the AI (especially Deadly) has way more units than before, I'd need to concentrate all forces on one front. This means that the other cities are extremely vulnerable to be taken. Even when I manage to win, I'd have to run around to take bases back.

After winning the game, it does not leave me with a memorable memory of an epic match or adventure, but rather a tiresome chase.

So what can we do to improve this experience? I believe this should be desirable even when people play casually against easier AIs as well:

  • TEMPLATES WITH CHOKE-POINTS / ONE ENTRANCE Almost all official random maps seem to be designed with a similar concept. Each base has multiple entrances and each entrance is guarded with comparable strength of neutral units. If we look at some pre-made maps like Calm Before the Storm or Divided, you can see that they are designed with a different concept. RMG can be slightly modified to do something like this. You could create more zones between each player or make the zone guard stronger, or one entrance could be way way stronger so players are expect to only break that later in the game. I'm not saying that all templates should be like this. I'm saying that there should be some that are like this.

  • TREASURE ZONES: Some or most of the maps should have treasure zones with higher-power artifacts. Instead of always being pushed to fight an enemy in the early turns, each player could do some more exploration to get more powerful artifacts. This could add much dynamic and unique flavor to each game. Maybe you find a lot of spell damage bonus this game... maybe you find items that defend against spells damage... maybe you get some boosts toward melee units... etc. When I think of Heroes III, I keep coming back to create a new RMG because I enjoy the adventure and the exploration. If the enemy spawns next to me and we get into a constant battle most of the time I would not get the urge to keep creating a new RMG.

  • MORE FULL-SIZE CITIES: I tried 1v1 against an AI on an 8-player map because I wanted an adventure. I ended up running around capturing small villages and large settlements everywhere and it does not feel enjoyable. Besides the changes above, I imagine that a few full-size cities would help me feel more motivated to try to take them before the enemy. You can build walls on these cities, and if you manage to capture from the enemy, you could generate a lot of income right away.

  • (new) CONSIDER THE RIGHT DISTANCE BETWEEN PLAYERS: I just realized this is another important factor that could influence the gameplay experience. Think of the 1v1 template 'Corridor'. The base has 1 entrance but the enemy could be right next to you. I've found that playing against the deadly AI is considerably more difficult on this template. The game is fast-paced, yes, but there is usually not enough opportunities to tech up or make myself more advantageous.

  • MORE UNIQUE TERRAIN: I used to post this on discord but I want to hear what people think so I post it again. I wish that each terrain's identity in RMG could be more enhanced.

    If we look at one of the pre-made maps: Lion's Den:
    https://drive.google.com/file/d/1khrk29pHTib46-hPCMUNEuuj080dl9BU/view?usp=sharing
    https://drive.google.com/file/d/1OHhWJHch2s_C0CzdWtvALyiYKFR7n6kC/view?usp=sharing

    You could see how the swamp has botches of swamp terrain. You can also see the clear distinction between the cave-like dungeon area and the lush forest. Or maybe it is the dreadful land of floating pillars like this: https://drive.google.com/file/d/1vuJelM1ynF0hNwkuMF7gCCvLyuAyin1c/view?usp=sharing


All these factors combined would definitely make RMG way more enjoyable. And I think it's possible to create something like this with the current resources the game has.
Last edited by Windfarer; Mar 14, 2024 @ 8:12pm
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Showing 1-9 of 9 comments
LexGeneralis Mar 14, 2024 @ 8:12am 
Sounds fun, +1
Naruto0408 Mar 14, 2024 @ 9:47am 
Definitely would love to see improvements to random maps just simply because a lot of people love that kind of thing and it could be almost infinitely enjoyable with so much potential more so than anything else
LumBiii Mar 15, 2024 @ 8:10am 
+1
Dwarfogus Mar 16, 2024 @ 1:38am 
I agree, RGM still have space for improvement. I'd also suggest adding more of Bandit Camps and Ancient Tombs in the starting zone, to have a challenging way to get resources/artifacts
D Mar 16, 2024 @ 1:47pm 
Hey just passing by here, think "Battle for Wesnoth" got the battle system right, like different terrains affecting troops so does day/night cycle, could implement that in the combat-mode too, perhaps ?
Cheers all and LOVE the amazing graphical art direction !
Naruto0408 Mar 16, 2024 @ 3:54pm 
I fear the idea of something like a Loth does more damage at night lol
Critical Mar 16, 2024 @ 7:36pm 
+1
Lavapotion  [developer] Mar 22, 2024 @ 3:37pm 
Thank you so much for all this, a fantastic read. And although it took me a week to answer it really was just filled with awesome suggestions. While we can't guarantee that we'll do all of this, I can say that both captain Gars and Emil have gotten the link sent to them so that they can revel in both praise and suggestions!
Windfarer Mar 31, 2024 @ 2:47am 
Originally posted by Lavapotion:
Thank you so much for all this, a fantastic read. And although it took me a week to answer it really was just filled with awesome suggestions. While we can't guarantee that we'll do all of this, I can say that both captain Gars and Emil have gotten the link sent to them so that they can revel in both praise and suggestions!

I just tried FFA against deadly AIs in "Branching Trails", the new pre-made 8-player map and really loving it. This could be an example of what random maps could be... one day in the future. I have not tested all the maps so it doesn't mean that this is better than the others.

What I find amazing on this map includes:

  • Thoughtful placements of Beacons of Power help you teleport to protect your expansions. I really like the fact that you can only teleport through the ones that you have captured. Teleportation also make you feel like being in control when the map is really large.

  • Treasure zones and high-power artifacts really help the long game feel fresh and new! After attacking and killing 3-4 AI armies, I got to loot many high-powered artifacts from them. This really gives a sense of progression, making you feel like you are getting stronger and stronger. You can start planning a build according to the artifacts you get (for example: Marjatta with massive initiative boosts and deal spell damage before the enemy starts its turn or a defensive wielder with resistance to almost everything). When RMG gives us only low-mid tier artifacts, you feel like you are only replenishing troops after the battle and you can't really get stronger. Eventually it becomes quite boring to do fights.

  • Full-size city for each player makes you look forward to capture them. Each capture (if occupied) grants so much income and +1 to all kinds of unit production. You get to feel like a huge boost to your economy. If the map only has small / large settlements, you don't get to feel this dynamic.

  • Good balance between adventure and combat. I get to feel like going on an adventure for some time before getting into a battle with an AI. (Your experience might be different if you play against easier AIs). There seems to be a good distance between each player / expansion.
Last edited by Windfarer; Mar 31, 2024 @ 2:57am
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Date Posted: Mar 14, 2024 @ 7:48am
Posts: 9