What changed
0 fixes1 addition4 changes0 removals
- Gameplay
- Maps
- UI and audio
- Server
changedInitial DesignThe Rebellion was conceived primarily with the Rebel and Empire players in mind; the intention of the Commoners was to be a "human resource" faction that the two warring factions would leverage in order to defeat the other and achieve victory. As you probably noticed; the lore presence of these two factions is in game, however we have not implemented any wartime factions yet, so the gameplay loop is incomplete. I think that was one of our biggest failings; being unable to provide this initial experience.
changedCurrent ProblemsAt the moment, The Rebellion struggles to find a compelling gameplay loop; especially in the case of long term fulfillment. There is really only one avenue forward; which is to craft items and attack your opponent, or to defend against AI attackers in the case of wave defense. The micro of the game is nonexistent, third person gameplay is stale, and the macro aspect is poorly paced with little meaning in player choice. There is nothing of interest on the map outside of outposts, which hardly provide any respite besides a small encampment to produce units, items, or resources. There is no stat tracking outside of the game; once you leave a skirmish, there is little incentive to keep playing; and little incentive for improvement or progression.
changedThe GoalThe idea of the gameplay revamp is to provide a more meaningful experience to the game, both inside and outside the battlefield. We want to create interesting gameplay interactions naturally, allow for meaningful choices, and provide more activities for players to entertain themselves with in game. All of this should have a mutually beneficial relationship with a long term, non linear progression system that will enhance the enjoyment of the game, and provide incentive for players to come back.
changedSolution : Long Term ProgressionI know what it sounds like, but I'm very confident that if pulled off well, it can make this game something that can provide experiences you won't find anywhere else. This won't be like typical extraction shooters, where killing everyone in the lobby is nearly always the best option; and those who do do this won't go unpunished.
addedSolution : Long Term ProgressionThere will be stat tracking and online dedicated server play. We've come a long way developing certain aspects of a new backend to do this, and I believe that we can perform it in a very cost effective manner until player counts rise ( in which case,
The Rebellion changes
changedThe Rebellion was conceived primarily with the Rebel and Empire players in mind; the intention of the Commoners was to be a "human resource" faction that the two warring factions would leverage in order to defeat the other and achieve victory. As you probably noticed; the lore presence of these two factions is in game, however we have not implemented any wartime factions yet, so the gameplay loop is incomplete. I think that was one of our biggest failings; being unable to provide this initial experience.
changedAt the moment, The Rebellion struggles to find a compelling gameplay loop; especially in the case of long term fulfillment. There is really only one avenue forward; which is to craft items and attack your opponent, or to defend against AI attackers in the case of wave defense. The micro of the game is nonexistent, third person gameplay is stale, and the macro aspect is poorly paced with little meaning in player choice. There is nothing of interest on the map outside of outposts, which hardly provide any respite besides a small encampment to produce units, items, or resources. There is no stat tracking outside of the game; once you leave a skirmish, there is little incentive to keep playing; and little incentive for improvement or progression.
changedThe idea of the gameplay revamp is to provide a more meaningful experience to the game, both inside and outside the battlefield. We want to create interesting gameplay interactions naturally, allow for meaningful choices, and provide more activities for players to entertain themselves with in game. All of this should have a mutually beneficial relationship with a long term, non linear progression system that will enhance the enjoyment of the game, and provide incentive for players to come back.
changedI know what it sounds like, but I'm very confident that if pulled off well, it can make this game something that can provide experiences you won't find anywhere else. This won't be like typical extraction shooters, where killing everyone in the lobby is nearly always the best option; and those who do do this won't go unpunished.
addedThere will be stat tracking and online dedicated server play. We've come a long way developing certain aspects of a new backend to do this, and I believe that we can perform it in a very cost effective manner until player counts rise ( in which case,
Welcome to the first Friday Scroll for The Rebellion; we'll be posting these to give updates on development, to key you guys in on some things that we think are pretty solid, and when we get further along, to show progress of the game. Friday scrolls will also will be great spots to receive suggestions/feedback on what we're working on, so we'd love to hear more from you guys! -cazeoj
The Gameplay Loop Revamp
Initial Design
The Rebellion was conceived primarily with the Rebel and Empire players in mind; the intention of the Commoners was to be a "human resource" faction that the two warring factions would leverage in order to defeat the other and achieve victory. As you probably noticed; the lore presence of these two factions is in game, however we have not implemented any wartime factions yet, so the gameplay loop is incomplete. I think that was one of our biggest failings; being unable to provide this initial experience.
Current Problems
At the moment, The Rebellion struggles to find a compelling gameplay loop; especially in the case of long term fulfillment. There is really only one avenue forward; which is to craft items and attack your opponent, or to defend against AI attackers in the case of wave defense. The micro of the game is nonexistent, third person gameplay is stale, and the macro aspect is poorly paced with little meaning in player choice. There is nothing of interest on the map outside of outposts, which hardly provide any respite besides a small encampment to produce units, items, or resources. There is no stat tracking outside of the game; once you leave a skirmish, there is little incentive to keep playing; and little incentive for improvement or progression.
The Goal
The idea of the gameplay revamp is to provide a more meaningful experience to the game, both inside and outside the battlefield. We want to create interesting gameplay interactions naturally, allow for meaningful choices, and provide more activities for players to entertain themselves with in game. All of this should have a mutually beneficial relationship with a long term, non linear progression system that will enhance the enjoyment of the game, and provide incentive for players to come back.
Solution : Long Term Progression
The biggest change in design philosophy is a light extraction mechanic that will allow you to take items, resources, equipment, and most importantly, gold back with you into a persistent and safe "base camp".
I know what it sounds like, but I'm very confident that if pulled off well, it can make this game something that can provide experiences you won't find anywhere else. This won't be like typical extraction shooters, where killing everyone in the lobby is nearly always the best option; and those who do do this won't go unpunished.
We want to promote cooperative elements and neutral player interaction in order to create more casual/industrious routes for players. The wartime Rebel and Empire factions would still be sworn enemies, and those who want a more dangerous lifestyle will have their options as well. We want complete player freedom, but we also will have ingame systems that can make things more challenging if you are a player with bad intentions.
There will be stat tracking and online dedicated server play. We've come a long way developing certain aspects of a new backend to do this, and I believe that we can perform it in a very cost effective manner until player counts rise (in which case,