Siege as a template for Raids

    • Siege as a template for Raids

      So I just had this idea and I don''t know if anything similar has been suggested yet. But I just want to get this out.

      First of all I would really appreciate the reutiliation of AZ1 to depict the erupting war between the Ardent and Underworld depicted in Herofall and Scars of War. So I will include this as an example while describing the raid concept. To note I am not the biggest expert on the lore so there might be something off with my story telling in the following, keep that in mind it is just an example.

      Lets say you finish a certain encounter (current endpoint in AZ2) after you beat the encounter a messenger from your faction arrives with either a mission (Underworld) or grave news (Ardent)

      1. Your new mission is to kill Prince Talysen in an ambush to set up the following events from Herofall to Scars of War.
      2. You receive the grave news the Underworld ambushed Talysen and the Ardent alliance prepares for war.

      Now you will be brought back to AZ1 which has changed alot for the Ardent and looks similar at first for the underworld with the difference that there is a Talysen raid encounter. When players return to AZ1 they will receive reinforcements in the form of Herofall and Scars of War cards.

      How could raids look. Lets say we use a similar system to siege a raid encounter has x decks you need to defeat and a boss encounter.

      Now as a solo player you could just attack the boss which will be a rather hard encounter, or you look for some allys.

      Essentials:
      1. Boss encounter
      2. X preparation encounters
      3. You can invite friends, via a challenge mechanic, to tackle one of your encounters, you will receive your own chatroom for this encounter (voice chat would be a premium addition)
      4. You will join the same match observing your allies while they play the preparational encounters while they will watch you finish the boss
      Now we have multiple potential options:
      4a. You need to beat all encounters together to win (Rather hard)
      4b. The encounters won by your allies take away bonuses like passives that the boss has or make the general encounter easier
      4c. You receive a buff for every encounter your allies won
      5. You receive a hoard to share after you won vs the boss

      Now lets go back to assasinating Talysen:

      Lets say Talysen has been on a hunting party in a forest (Just from the artwork of herofall). As he is a prince he has a scouting party to make sure the surroundings are safe, he also has a camp.

      Encounter 1: Killing the scouting party
      Talysens scouts are scattered around in the landscape so the first ally has to take care of those to make the assasination possible.

      Bonus: Talysen will not have his scouts at the start of the encounter (imaginable would be a small number of strider scout, dawn scout or valiant escort)

      Encounter 2: Raiding the Camp
      Talysen has a camp where more Ardent troops reside that will come to his aid when the assasination starts

      Bonus: Normally Talysen would receive reinforcements on turn 4-5 when this encounter is not defeated

      As soon as the Underworld successfully managed to kill Talysen there will be a change going on in the AZ as King Gabriel declares war, more encounters could follow where the underworld have to defend or attack key targets. This would also allow you to have the campaign play out differently with permanent changes on losses or succesful attacks.

      So this is not completely elaborated yet but I just wanted to put this out to potentially receive some feedback.
    • Interesting idea

      To fit the lore, the Talysen Raid would be an interlude between AZ1 and AZ2, as the assasination and the battle at Ayotochi already took place there.

      I don't know if I would like to watch and wait at step 4. If the preparational encounters or your boss encounter took too long, that could be awkward.

      What about each of you and your allies take on the preparational encounters at the same time. The player with the best time or best scores may fight the boss and the other players have to take on a henchman. The boss then pays out a slightly better reward. Reinforcements and starting troops could still be applied due to the teams performance in the preparational encounters.

      Still keeping the chat and the ability to switch to the allies board to watch them.

      Basically, if you kept the structure of 3 fights (2 preparational + boss/henchman), it could be implemented as expansion of the existing siege system and also used outside of the campaign. So PS4 players could still play them.

      The post was edited 1 time, last by omoreindakitchen ().

    • omoreindakitchen wrote:

      Interesting idea

      To fit the lore, the Talysen Raid would be an interlude between AZ1 and AZ2, as the assasination and the battle at Ayotochi already took place there.

      I don't know if I would like to watch and wait at step 4. If the preparational encounters or your boss encounter took too long, that could be awkward.

      What about each of you and your allies take on the preparational encounters at the same time. The player with the best time or best scores may fight the boss and the other players have to take on a henchman. The boss then pays out a slightly better reward. Reinforcements and starting troops could still be applied due to the teams performance in the preparational encounters.

      Still keeping the chat and the ability to switch to the allies board to watch them.

      Basically, if you kept the structure of 3 fights (2 preparational + boss/henchman), it could be implemented as expansion of the existing siege system and also used outside of the campaign. So PS4 players could still play them.
      That might well be true, but as a player you don't really feel that at least I did not and maybe that is just me.

      Sure the encounters would need testing and there could be some prolonged episodes of only watching, chatting while your teammates beat their encounter. And I know that a solution like that lacks in different departments.

      Playing simultaneously would be awesome, though harder to implement I guess. In general good ideas! This is meant as a basis to built on and should be as easily implemented as possible.