Combat-Enforcer
July 30th, 2010, 16:06
Dungeon Keeper Risk
http://img.photobucket.com/albums/v449/Kajgue/DKRiskExample.jpg
County map (http://img.photobucket.com/albums/v449/Kajgue/DKRiskBorders.jpg)
- A monopoly based strategy with fluidly non-linear combat accross the proprietary of Skyber Trill, played in real time.
- Keep and maintain multiple dungeons during the events of non-combat, and move your creatures accross realms to reinforce locations there, or let them be where they are to protect or occupy in the dungeon.
- Teamplay
- Co-Keep dungeons with teammates.
- Gold transporting (to teammates and realms)
- Secret, uninhabited realms, which can only be found by another player when the realm it was discovered in has conquered the map (can contain more gold to fund the war or a number of secrets).
- By default, land locations are pre-owned by the hero country, which are controlled and dispatched from the Northcastle capitol, which is the most highly fortified, richest and the primary command point of the Hero team in Skyber Trill.
- Domains vary in diversity, some have minimal resistance and are easy/fast to conquer, but aren't as rich in resources, while others contain a spectrum of valuables or riches within.
- Accross dungeon Keeper to keeper telegrams.
- Gem pillars are rediculously rare, and also very valued.
- Secrets and enemies randomise for each war (entirely new game).
- Rename conquered lands.
- Unmonitored realms still remain alive and functioning, even when there's nobody on the map to view them.
- Revisit some firmiliar places from the singleplayer campaign and the Deeper Dungeons.
- Control and overseer an attack on a map with transported creatures, without the need for a dungeon heart (but is needed to conquer the realm and use any magical or structural powers, apart from posession).
- Owning different lands give slightly different bonuses as do owning entire counties (http://img.photobucket.com/albums/v449/Kajgue/DKRiskBorders.jpg).
- Enter realms during any moment, even during battle between other opponents.
- Teams or players must conquer the land of Skyber Trill to win the war, and whipe out all enemy keepers/teams.
Anyone feel like creating this? I unfortunately have no experience with coding, but if anyone else thinks this is a good idea I could certainly help with the maps. Hopefully these anologies will help stimulate the interest in this sort of fulfulling gametype.
http://img.photobucket.com/albums/v449/Kajgue/DKRiskExample.jpg
County map (http://img.photobucket.com/albums/v449/Kajgue/DKRiskBorders.jpg)
- A monopoly based strategy with fluidly non-linear combat accross the proprietary of Skyber Trill, played in real time.
- Keep and maintain multiple dungeons during the events of non-combat, and move your creatures accross realms to reinforce locations there, or let them be where they are to protect or occupy in the dungeon.
- Teamplay
- Co-Keep dungeons with teammates.
- Gold transporting (to teammates and realms)
- Secret, uninhabited realms, which can only be found by another player when the realm it was discovered in has conquered the map (can contain more gold to fund the war or a number of secrets).
- By default, land locations are pre-owned by the hero country, which are controlled and dispatched from the Northcastle capitol, which is the most highly fortified, richest and the primary command point of the Hero team in Skyber Trill.
- Domains vary in diversity, some have minimal resistance and are easy/fast to conquer, but aren't as rich in resources, while others contain a spectrum of valuables or riches within.
- Accross dungeon Keeper to keeper telegrams.
- Gem pillars are rediculously rare, and also very valued.
- Secrets and enemies randomise for each war (entirely new game).
- Rename conquered lands.
- Unmonitored realms still remain alive and functioning, even when there's nobody on the map to view them.
- Revisit some firmiliar places from the singleplayer campaign and the Deeper Dungeons.
- Control and overseer an attack on a map with transported creatures, without the need for a dungeon heart (but is needed to conquer the realm and use any magical or structural powers, apart from posession).
- Owning different lands give slightly different bonuses as do owning entire counties (http://img.photobucket.com/albums/v449/Kajgue/DKRiskBorders.jpg).
- Enter realms during any moment, even during battle between other opponents.
- Teams or players must conquer the land of Skyber Trill to win the war, and whipe out all enemy keepers/teams.
Anyone feel like creating this? I unfortunately have no experience with coding, but if anyone else thinks this is a good idea I could certainly help with the maps. Hopefully these anologies will help stimulate the interest in this sort of fulfulling gametype.