Monday, July 11, 2011

Resources

I have a few thoughts on resources that I do not want to forget, I might as well detail them here.

On fodder:
Most armies have about 2 tiers of fodder before they become factionally significant, during this time they have whatever weapons and armor is hidden under their beds.  There are also five major factions, and numerous minor factions that have similar units, such as farmers, levies, town militias, etc.  So if we give every unit its own specific armor we wind up with a homogeneous army of fodder which is unrealistic and resource heavy.  Lets postulate that there are fourteen different units in this low tier that no one cares about, there are probably closer to twenty, all told.  Instead of creating twenty different armors we could create five to eight armors that are factionally nondescript and have large armies of varied fodder.  More pleasing to the eye, less work, and more realistic.

On Armor:
Everyone and their brother has looked at the armor selection and said, damn, if only this armor was red, it would match my banner.  As a result there area five or six copies of each armor in different colors, why not just make them all take the color of the players flag.  Problem solved, five armors becomes one, with one texture; hence fifty armors becomes five.  Now it does alienate those who don't want to match, so perhaps there should be a one off option.  There can be one tabbarded version of the armor, and one plain metal version, of a color of the artists choosing.

On Shields:
The old version of Prophesy of Pendor has a bazillion shields accumulated over time that have roughly five different shapes, maybe six.  Most of the textures are as ugly as sin, so a similar result here.  I propose more models, with three flavors.  One tabbard (that shows the players flag as is), one tabbard color (flat color of tabbard) and one design that fits the faction it belongs to.  I feel as though each unique spawn shield for knighthood orders and such should be a different shape and have the one off theory, to please the greatest number of people and reduce the workload on the team and the software.

No comments:

Post a Comment