Strat Souls: WIP 10, Internal Brainstorming 2
Ok, so I got soul consumption working. Meaning, summoning units now require souls. Each unit type has a soul cost and you are (for now) given 1,000 souls at the start.
As we discussed before in Internal Brainstorming 1, people don’t seem to like the traditional RTS type where you have base-building and resource-gathering, so I didn’t do that.
You have a fixed amount of souls at the start (like every other player in the map) and summon units to compose whatever army you want, as long as you can afford it. You also probably shouldn’t be allowed to attack enemies while everyone hasn’t finished summoning their initial army yet. But I haven’t added that in for now.

Be wary of rushing.
I probably can’t add anything that significant now; there’s not enough time (still fixing a few bugs here and there).
But I wanted to add mainly better movement (pathfinding, obstacle avoidance, lockstep marching, whatnot), and a few more units (bonewheel, pyromancer, guitarmancer, etc.).
Here’s the thing about the initial design:
“When you defeat an enemy, you gain souls equivalent to 50% of the unit type you killed (i.e. dwindling economy). You can use this to summon reinforcements in the middle of battle or upgrade your existing units.”
We got this idea from the multiplayer in Total War, as described to me by my friend (actually haven’t tried it myself so I don’t know how it works) my friend’s suggestion, he just happened to mention Total War as an aside, so I got confused.
Now, what strikes me as odd is, why would you reward the player who’s winning? If he’s winning already, he doesn’t need more help.
Understandably, I believe this comes from the basic idea that people should be rewarded for their hard efforts.
In the context of the game, it makes sense to reward the winning side if players are in a stalemate and we need tip the scales of battle quickly.
But once someone has the upper hand, you don’t need to bother watching what’ll happen next; the winning guy will just steamroll through everything for sure. Every character he kills means his army will grow bigger and the opponent will have his back to the wall.
So that was where I thought of the size growth idea. Whenever you lose a unit, all your remaining units gain size (someone suggested that only your units that are close enough to the killed one should be affected), until you are left with one unit who’s a giant boss kind of guy.
My proposition was, is it possible to give the losing side a second chance while still keeping it fair for the winning side?
Here’s also something I was thinking about: Factions. Something like this:
- Undead (Lordran)
- Phantoms (Boletaria)
- Demons (Capra demon, Taurus demon, etc.)
- Dragons (?)
- Chaos Witches
Maybe each faction has a particular passive bonus to its units somehow. I’m also thinking of sub-factions, like the Covenants for Undead, or the White/Black Tendency for Phantoms.
Tags: progress, screenshot, Strat Souls, unity, unity3d
