DLC SUGGESTIONS
Since other people are making suggestions for the game I figure I might as well give it a shot while I'm thinking about it, before I forget.
I really like super units so I was thinking that maybe for an extra dollar or two one could purchase the ability to have an extra one on their team instead of one or both of their scrolls.
Again with the super units, maybe have an alternate one for each team for download. Not for free though, of course.
Lastly, I think that traps would be a good addition to the game.
Feel free to state any feelings about my ideas. I'd like to know what my fellow players think and hopefully also the thoughts of someone from RE. :)
And given RE's history with Orcs Must Die, I think it'd be quite amusing if the Orc special item was a trap that could be placed somewhere on the board which would remain invisible to your opponent until they triggered it by unwittingly stepping on it.
In fact, I LOVE that idea!
That could be tricky unless it either activated by moving over it rather than landing directly on the tile, or was really powerful to make up for the difficulty setting it up. Still, that does sound like a great idea if done right, and an orcs must die tribute is an added bonus!
And given RE's history with Orcs Must Die, I think it'd be quite amusing if the Orc special item was a trap that could be placed somewhere on the board which would remain invisible to your opponent until they triggered it by unwittingly stepping on it.
In fact, I LOVE that idea!
That could be tricky unless it either activated by moving over it rather than landing directly on the tile, or was really powerful to make up for the difficulty setting it up. Still, that does sound like a great idea if done right, and an orcs must die tribute is an added bonus!
The fun would be in placing it cleverly so as to spring it at an opportune time. Archer hiding behind a crystal? Put it in front of the crystal for when they pop out to attack. Or put it on an assault tile for a nice little surprise.
In general, I think people usually frown upon paid pvp advantages. I'd expect all future paid DLC to be either cosmetic or expansion teams, the same as it's been.
okay. Now that I think about it more you're right. We can completely get rid of the idea for an extra super unit but what about the option for an alternate one? There doesn't have to be any advantages with having it other than being able to show it off like a trophy wife.
What about alternate team skins? like a viking look for the council or an undead DE team.
I'd pay for team-level re-skins. I held out on colors for a while, but I had so much fun with the Dwarf launch I couldn't help but drop the $3 total last week.
To echo others' sentiments, I would be very sad if "buy a skill" or "buy a unit" type elements started to get introduced, beyond what's already being done with teams.
While having to buy new teams is completely reasonable to me, I would not be happy with needing to buy additional units for those teams. When I am playing a 1 on 1 competitive game, I avoid games that turn into an arms race where the highest spender has the best odds of winning. That said, purely cosmetic re-skins should be fair game and I could see myself buying a few.
Traps wouldn't work very well since it isn't damage done on YOUR turn, so can't be used to kill someone, and because they get to undo-redo their own turns, so can either avoid stepping on the trap completely, or just choose to step on it with a unit they don't care about (or can instantly heal back up).
If the trap did AoE damage, could be placed on absolutely any tile, and killed + stomped the unit who stepped on it, then MAYBE they would be worth using (as then the enemy has to clear all his units away from a space, consuming actions, then lose a unit completely, or give up on every using that particular tile). But that would be overpowered instead of underpowered. I don't see any way to strike a balance between the two extremes.
You bring up a good point regarding traps and being able to undo the movement however a solution would be that the trip doesnt go off until you confirm your turn... meaning yes you could move your mage on to a trap without realizing it and your mage could get off a couple of attacks but when you hit accept --- boom your mage is dead, and the following player takes his turn.
The only problem i see with traps is how the enemy wouldn't notice you placing one down. With all 5 actions accounted for when you see your enemies turn, how would you not see? i imagine it would be difficult to avoid the enemy knowing about where you placed the trap. i wonder how the game would get past that if traps were ever implemented. perhaps a false "swapped an Item" message would appear on screen?
The only problem i see with traps is how the enemy wouldn't notice you placing one down. With all 5 actions accounted for when you see your enemies turn, how would you not see? i imagine it would be difficult to avoid the enemy knowing about where you placed the trap. i wonder how the game would get past that if traps were ever implemented. perhaps a false "swapped an Item" message would appear on screen?
I think your solution would be fine, but also it would be fine to simply not show anything, and if your opponent notices you only spent 4 AP then they would presumably know why. Also, there could be a graphic effect of some sort indicating a trap has been placed, or just a sound effect.
Personally, I like the idea of my opponent knowing a trap has been placed, and second guessing his every movement.







In general, I think people usually frown upon paid pvp advantages. I'd expect all future paid DLC to be either cosmetic or expansion teams, the same as it's been.
And given RE's history with Orcs Must Die, I think it'd be quite amusing if the Orc special item was a trap that could be placed somewhere on the board which would remain invisible to your opponent until they triggered it by unwittingly stepping on it.
In fact, I LOVE that idea!