Garrison v 2.0
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Thread:http://forum.eternalcrusade.com/threads/garrison-v-2-0.61953/
Essentially, as Garrisons are instances in themselves that only have room for a select few people, I feel as though it's high time to get sense of open world and persistence by making the garrison an outpost overseeing a large expanse of land. Each garrison is tied to a territory, serving as a supply center for the front lines. It holds the necessary amenities to reduce the need for menus, but as territories are scalable, the amount of garrisons and 16x16km lands they oversee are as well. Garrison populations can easily be managed to maintain a small pop cap. Your level design could have a field day with this massive area, make mutators and biomes, ect and it ties heavily into the hub and spoke model since the garrison has everything people need, and a stock of a few defenders ranging the wilds in search of guerrillas and missions. If the territory is lost, the garrison comes under attack and can spawn a new game mode when it falls:
Guerrilla Warfare - where the survivors attempt to cause enough damage to their overlords of the garrison they can affect the territory it supplies. This could even extend to new players who could use this as an opportunity as a tutorial: Spawn in Garrison, learn the basics, get a feel for the game, then go out and hunt the guerrillas down.
Tyranids would roam this place as well. But mostly, garrisons serve as the social hub that allows for a sense of a "world" we're missing without causing a total meltdown of the servers. This is the TL:DR version. For full details, please read the forum post:
http://forum.eternalcrusade.com/threads/garrison-v-2-0.61953/
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Official comment
While not exactly like the long-term roadmap for the Garrison, this is very similar to where it's going and some pretty damn good twists there as well. 9/10 would read again.
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