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kiwifarms.net
- Joined
- May 14, 2019
I could see something like that playing in well to an idea like you're trying to breed war beasts for a military, or going like a rancher route with it where you not only have to breed and take care of the dragons but also "break" them to ride, stuff like that. It's a neat idea.I want a Dark Fantasy version of Harvest Moon where you can raise mythical creatures like ents, gryphons, and dragons. Imagine being commissioned by a King to raise a certain kind of beast for his prick of a son to kill to shut him up. Or you can be ordered to breed a certain kind of mount with magical traits, so now you have to grow certain crops. Of course, it's easy for the whole thing to get pretty "feature creep"y, but it's easy to see how much you can get from my general description.
Rocket wingsuits are so incredible in real life I don't get why nobody's made a game with them as part of the combat moveset. (I first came across them in Steep, but that's just a sports game.) It could be just real wingsuits in something like Far Cry, or it could be something like "the Rocketeer" with very stylized science fiction feeling. Basically, when has anyone made jetpack games except San Andreas as an easter egg?
I think it'd be interesting to see a game that depicts musket linear warfare, but with two gimmicks. You have to march, and you have to actually reload your gun. What I mean is, marching is NOT easy. It's something they drill soldiers on for a reason, it is not intuitive, not natural, for a bunch of people to keep proper spacing and position relative to each other, to actually step in time with each other. I'd compare it to a rhythm game. As for the reload, I don't know what the proper term is, but there's that concept in games where you have controls that "feel like" the action you're representing. Clicking the mouse to represent pulling a trigger is the most basic, most common form of that. Usually it's an obnoxious gimmick or a Wii-like sports game, but here what i'd say is this. You have to "pour" the gunpowder in. You have to "pull" the ramrod up and then "push" it down. You have to "cock" the hammer. And so on. AND, you can do these in any order, so that if you fuck up you'll shoot your ramrod out, or load the ball and forget the powder and fuck up your musket, or any number of other accidents.
You see where this is going? Normal shooters represent the feeling of combat and the skill of it through your aim and your ability to use basic thinking to do things like navigating your environment well, tactics. In gunpowder warfare, it's about rote memorization and discipline. Can you do your task properly while under stress. The thing that distinguished good troops from bad troops wasn't aim, it was whether you could get off three shots a minute or four or even five, and if you had the nerve to stand there while getting pounded.
I dig things like Madden now where you control a "team" of people instead of just one, and gunpowder warfare has potential for that too, like rhythm gaming the drumming (drum/bugle the wrong way and you may give the WRONG ORDER, do a song well and it may inspire your troops), being the officer and selecting your positioning well before the engagement, and when you get into a bayonet charge it comes down to Kingdom Come like directional combat (stab in one of five directions, block their stabs).
Would this be fun? Probably not. But for the niche of people that voluntarily play something like War of Rights, I think it would be a fascinating little campaign to play a platoon through battles where your performance in each stage is like a minigame that sets up the difficulty of the next one (choose the best formation, march to that space, shoot and reload as fast as possible, if engaged in melee fight your way out of it).
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