Legacy Of Midgard
Description:
Legacy of Midgard is a siege based game of viking assault, a group of savage vikings land on shore and invade the nearby castle. The Defenders of the castle try desperately to stop the barbarian rush and save as many people as possible, the murdering barbarians invade for pillage and loot... and only teamwork, tactics and sacrifice will allow the players to be victorious.
A map will be available pointing out all the places of imprtance and possibly a map showing all the reasonable fallback points and how to bypass them. Stay tuned.
History:
Midgard in norse mythology is the fortress bastion created by the norse gods to protect humanity from the giants.
Features:
Street to Street fighting, choke points and tactical retreats.
Map Based on real fortresses and towns from various ages for a kick of realism.
Various Objectives of different types such as:
+Escort civilians to safety.
+Rescue Stranded groups of soldiers or civilians.
+Hold the land.
All of these situated within one city.
The Last Stand Feature:
If three or more units are stuck in a position which is surrounded by lost territories (each block will be put in categories) then the units will enter last stand mode, where they will defend the zone and the civilians that are now stranded, the other players will have to work together to push towards them and save the civilians and the troops for extra points.
Pillage feature:
The invaders objective is to pillage and burn and loot and murder. So to show this there are now loads of hay stacks situated throughout the city. If a hero picks the pillage path then he will gain the pillage ability and will be able to burn these stack of flammable goodies. If a certain amount of them around a block are burned then the block will be set on fire. Losing these blocks will be beneficial to the invaders and harmful to defenders.
Rescue feature:
As i mentioned last time saving civilians is key, so now i will make it required thing that will benefit you. Since heroes will only be able to recruit using their captain, rescuing units will make some of them arm themselves and be available for recruitment at meeting points, these will also give buffs for the defenders and deny invaders some of the pillage.
Heroes:
Defenders:
Defenders paths will be similiar to hero choices, each one will give an ability or benefit every level. Here are the three paths for defenders.
Leader:
To Arms - Will be able to recruit more soldiers than a normal captain.
For Glory - Give Beneficial Aura of presence which will increase armor and attack.
No surrender - Raises all soldiers from the grave to fight for their captain once more.
Protector:
Fire fighter - Will be able to putout fires in the blocks.
Swift Defence - Increase movement speed for all units to help civilians get away.
Last Stand - Give a final chance to all soldiers and each dying soldier will rise back to fight for a limited time.
Tactician:
Fortify - Is able to create makeshift barricades.
Spot Weakness - An aura which gives a 20% critical chance.
Tactical Retreat - Stuns enemies in a large radius to allow his units to retreat.
Invaders:
Warlord:
Bloodlust - Units in the area around the warlord will become enraged.
Fearfull Presence - Movement speed of enemy units reduced, prevents quick retreats and slows down civilians.
Unstoppable - Creates a gap in the enemy lines by pushing them back.
Berserker:
Relentless Blows - Increases nearby units attack speed.
Desperate Charge - A shout that decreases nearby units armour but increases their attack.
Into the Fray - The berserker leaps into the middle of combat and delivers punishing blows with a maddened fury.
Pillager:
Burn! - Sets hay stacks on fire.
Camp - sets up a camp which increases regeneration and creates a forward spawn which will divert all spawns to this building.
Disarming Smash - Disarms all units in a cone radius, they are unable to attack until they find their weapons.
Teams:
Defenders:
So far the idea is that they have to protect citizens from trouble, the theory is that the AI will cause 50/50 of civilians to run and the other half to stay put in fear. The defenders will be penalized and rewarded for how many civilians they defend, the civilians will run to the military fortress or a bastion nearby. The defenders will have to defend 5 tiers of land, the first is the where the norseman land and where the farms are, then there is the main city itself the bulk of it, with alleys and streets this will be quite the challenge. Holding the gate will be impossible as invasions can come from six different places which would put the defenders at quite a strain.
Then there is the upper city, which is a more defencive part of the city with three entrances into it. Then there is a massive bridge leading into the military quarter, this is easily defensive and is an active respawn for defenders. When destroyed the defenders will have one the last stand, no longer able to respawn when dead they will have to be much more careful with the attack, ofcourse having only one small bridge and plenty of places to hold out. It will be a glorious last stand for those who know how to use it.
Then there is the upper city, which is a more defencive part of the city with three entrances into it. Then there is a massive bridge leading into the military quarter, this is easily defensive and is an active respawn for defenders. When destroyed the defenders will have one the last stand, no longer able to respawn when dead they will have to be much more careful with the attack, ofcourse having only one small bridge and plenty of places to hold out. It will be a glorious last stand for those who know how to use it.
Invaders:
The fierce vikings will be scored and gain bonuses for the amount of cruelty and pillaging done, the first thing of note is that they will be able to burn city areas which will give them buffs. Hay and other flammable items will be scattered everywhere and can be lit by a type of unit. These will instantly catch flame and also the nearby areas. Another buff they will get is the amount of civilians that are killed, pillaging for loot they will be able to slaughter citizens for loot and buffs. They will start from the beach and head towards the farm land, which is weakly defended and can be pillaged easily. Then they will have to use either the natural vines or the made roadways to attack the city, there they are able to enact gruesome slaughter if the defenders slack.
Misc:
Defenders will be able to upgrade the city with one of three enhancements, extra barricades, more soldiers or larger movement speed for civilians and troops.
City Stalemate proof:
Thats right, only one small change and a few destructible walls here and there bam. I have managed to create the main city totally undefendable, this changes the objective from a war of attrition from which its possible to win and turned into of how long you can fall back and regroup at appropriate choke points. Evaluated every possible (reasonable) blockades and paths and so now every zone has their own weakness.
Progress:
Complete:
Theory work and the like, trying to decide on certain objectives and refining the really blurry and annoying angle of the pictures used for making the map.
Terraining, creating the city with enough environmental feel to simulate a siege.
In Progress:
Object Editing, the most horrid part of map making...
Waiting:
Triggering
Finishing Touches.
Alpha Testing.
Beta Testing.
Not looking forward to the amount of object editing.


Will update this thread everyday on new info. Whenever possible.
Inspired by Amon Amarth - Guardians of Asgard.
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