Re: The battle islands should function like the caves from Core Combat
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I enjoyed the cave game play and metagameplay as well. They were a good way for small squads to make a noticeable impact on a continent outcome. And they didn't have BFRs! I think it was the zip lines and confusing layout that turned most players off.
The connectivity idea is interesting, I liked the rotating geowarps. We've talked a bit about how to have player-driven warpgate rotation/randomness. Any ideas about how we can do that to where it happens but doesn't happen too often?
As for nexus and other BIs, been quite a few ideas about how best to integrate them into the main game. Continent connectors is certainly the obvious way, but I like the geowarp idea too. That would allow the controlled introduction, much like it was in PS1's caves.
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