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Level 24
Joined
Feb 28, 2007
Messages
3,477
If there's some aspect of SoC you wonder about, it can be anything from art to gameplay, then don't refrain from asking questions. I or someone else on the team will answer as soon as possible. Also, it would be appreciated if you checked if your question has already been answered before asking.
 
Level 47
Joined
Dec 8, 2008
Messages
4,330
So. After Debode more or less squeezed me to ask a question, here I go (I wanted to ask it anyway, soo :p)

So. how exactly work the new control points now? What do they do/what bonuses do they give you? I've read through the text a few times but couldn't find anything related to that.

Thx in advance, keep up the good work :)
 
Level 48
Joined
Apr 18, 2008
Messages
8,432
Okay, I decided to eleborate a little on Linaze's explanation here. The Tower of Sight is a neutral building which can be owned by any player. When your troops get to the tower, a short timer will start. After the duration of the timer, the tower shall become yours to control. It grants a big radius of vision. It is located on an island in the middle of the map and will grant vision of almost the entire water area in the middle. This will help you detect enemy fleets and transports and eradicate them before they get to your shore. If an enemy controls the Tower of Sight, and you attempt to take over it while the enemy has forces there, you will have to defeat all enemy forces before you will be allowed to control the tower.
 
Level 48
Joined
Apr 18, 2008
Messages
8,432
Control points in Scars of Conflict are basically this. Neutral buildings which can be controlled by any player and grant useful bonuses and abilities. Quite a few other control points are planned; however, for the current 1v1 map, the Tower of Sight will most likely remain the only control point. Perhaps in future maps, after general development is finished, more control points will be implemented. A few ideas we had in mind were a pirate harbor where you could build(train) powerful ships, an Altar of Storms\Church of Light which would grant bonuses to your spellcasters and a neutral market harbor where your transports could go to trade goods and gain additional income.
 
They seem like glorified watchtowers and merc camps... couldent some more interesting/game changing mechanics come into play? Giving each map its own personality is a good idea, but perhapse take it to a higher level entirely, completley changing the 'real object' of an individual match, a map could have a income generating control point, defense shield generating ones, ones that are powerful turrets that guard chokes outside naturals... things like this.
 
Level 6
Joined
Jun 19, 2011
Messages
163
Okay, then, here's a question:

Why aren't you using heroes?
BTW: I think you should, but not Warcraft 3 heroes, with levels and stuff. No items, no ultimate spells, nothing like that, but base them off another unit and give them a different name. It expands possibilities of stories and stuff. But of course, the only downside of this is that they cannot be used in non-campaign missions (are you even doing a campaign?).

Example - In Warcraft 2, there's a mission where you've got to rescue Cho'Gall and escort him. Cho'gall is based off of the Ogre Magi unit, has no extra spells or anything and perhaps has a bit more health and damage, I think, but nothing overpowering.
 
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