Online campaigns are tiresome and completly useless.
People here want the battles first, they dont want the strategical part.
So if u speak about MP campaigns, the problem comes with the point where 1 of the player involved think he lost...
What now? U need a backupsystem for the player who dont want to continue playing a game where he just play more battles and know that he lost.
In chess u draw u king and say gg.... game over.
What u do in TW, u would need an AI to take over player who leave the campagin. Not to mention the crazy amount of time such a campaing will take.
How long u play a SP campaign? 40 hours? 60? more?
Now add 3-5 more people and imagin the crazy time u need.... nah.
Online games are devided in:
1. short time games, like egoshooter or arcade/action games, what u always can notice is the production overload (point u reached the 100%) its also determind by the resourcces which ends at some point (games like WC3 or SC)
Ego shooter is based on the area and or to rach a certain goal, but for sure, each time the gametime is clearly limited to something below 30 min for a single game.
Note: Average gametime on WC is below 12 mins.
2. Longterm games, in most cases some MMOGs, where u build up a character
3. let me mention browser games, some are pretty longterm based as well, but still the mainidea is to have limited time where u visit these kind of games...
I remember some campagins we organised back in STW/MI times, with lots of work and many clans involved, the ammount of time u did need was just too much. The main ideas was great but with time u could see the problems ;)
Anyway, Campaing online will find a handfull player, but u wont see a huge community.
the real battles are too simple, it is too limited for a big market. And even its dumped like hell, the system is still too complex....
Look at normal arcade games, there are units with stats, some special abbis and than some can shoot, other melee and in the end u also have some AOE....still, 90% of the units target 1 single other unit and u "mass" up many times and try to outplay synergies....
TW like it is now, is still complex, but the battle itself has nothing to provide apart units who fight each other and at some point, u won or lost....
I could imagin stuff like, Fog of war, this would kinda introduce units who has to scout. There should me much more room for fatique differences...
I imagin a very big map with many areas, and u just introduce battlegrps where the goal is to reach a certain country on that map an u won one "war".
To not let newbs lose the front maps, u could introduce ranks for player and u need a certain rank to be allowed to attack on a front map....
Well, there has to be more stuff introduced to the current battle system to make it interesting for more player.
koc
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