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#26
DrBlingzle

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Assuming the map is West Ferelden and Orlais mostly..how many forts do you think there could be? 

I'd imagine there would be (at least) one fort per region. From all the trailers and concept art we've seen I think I've seen at least 6 regions (not including the fade) although some of these could be the same and we're likely to see more regions. 


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#27
Enchant_m3nt

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Anyway, I need to go for now. It's 5 AM on where I am and I have a lot of things that needs doing. Thank you both for occupying me for the time being. I'll get back as soon as I can.

Thank you for replying to my post  :wizard:  Take care. 


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#28
Enchant_m3nt

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Have they said how we'll defend the forts? As long as its not that terrible tower defence game from AC I won't mind too much! 



#29
DrBlingzle

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Have they said how we'll defend the forts? As long as its not that terrible tower defence game from AC I won't mind too much! 

Well the PAX demo showed how we have to reach the forts in the first place (or leave it too its fate) and even then might be put in a situation where we choose to leave the fort. From what little we were shown of the actual defence of the fort it appears we simply have to kill the attackers until they all die surrender or retreat. I particually liked the bit where the Inquisitor burned the ships to cut off the templars retreat, it made the world feel much more dynamic.

 

We might also have access to weapons like ballistes, like in DAO (exept this time we might actually be able to aim them) mounted onto the keep. Of course this is nothing more than speculation.


Modifié par Drblingzle, 17 mars 2014 - 09:23 .

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#30
Inprea

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I'll try to adapt to the environment and build what I believe best suits the local people. What will happen most likely though is I'll end up mostly building fortresses to support trade and to support military action. After all you need money to supply an army and a smaller army with superior equipment may very well be more powerful then a larger one that's struggling for supplies. I know intelligence is important but often my mind simply doesn't work that way.

 

Now if we could devote a few fortresses to research and development I'd most assuredly build a few of those. A location where smiths and soldiers can try to come up with better armor or swords as well as the mages can develop new combat spells. I have wanted to see if a sword heated in a magic flame is any different then one heated by a natural one.


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#31
SerCambria358

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I really want to know the extent each type of fortress in terms of impact to our playthroughs. Will picking a military base effect how well your troops can defend a siege force? Will too much of one type have a negative impact on your army? WIll having a dominant amount of one type open and/or close side quests? Its interesting how the concept may work and i hope it isnt bland or only gives the illusion of changing your playthrough. 



#32
CybAnt1

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How the espionage keep works ... that one remains the biggest puzzle to me. The purpose of the military and trade/resource/economic keeps is more or less obvious. But that 3rd one ... ? 

 

Does it extend the range of the map/neighboring areas you can see? Does it allow you to send assassins for strategic "hits"? Does it allow you to spy on goings-on of nearby enemy factions (and what exactly would that mean in this game)? Can you send spies on missions?

 

I am indeed very curious. 


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#33
The Elder King

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How the espionage keep works ... that one remains the biggest puzzle to me. The purpose of the military and trade/resource/economic keeps is more or less obvious. But that 3rd one ... ? 
 
Does it extend the range of the map/neighboring areas you can see? Does it allow you to send assassins for strategic "hits"? Does it allow you to spy on goings-on of nearby enemy factions (and what exactly would that mean in this game)? Can you send spies on missions?
 
I am indeed very curious.

Me too. It' one of the features I'm more interested about.
As from the number of keeps, it'd depend if we might have a keep for every map, which I doubt. I'd say we'll get more or less 10 keeps plus the main base.

#34
Enchant_m3nt

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I'll try to adapt to the environment and build what I believe best suits the local people. What will happen most likely though is I'll end up mostly building fortresses to support trade and to support military action. After all you need money to supply an army and a smaller army with superior equipment may very well be more powerful then a larger one that's struggling for supplies. I know intelligence is important but often my mind simply doesn't work that way.

It would certainly be interesting to see if the smaller, stronger army worked out better than numbers, if it does make a big difference that would add so much to replayability. 

 

 

 

 

Now if we could devote a few fortresses to research and development I'd most assuredly build a few of those. A location where smiths and soldiers can try to come up with better armor or swords as well as the mages can develop new combat spells. 

 

Agreed, that would be very useful, almost like AC's training of assassins. But hopefully more complex  :P

 

 


 

 

 

 

I really want to know the extent each type of fortress in terms of impact to our playthroughs. Will picking a military base effect how well your troops can defend a siege force? Will too much of one type have a negative impact on your army? WIll having a dominant amount of one type open and/or close side quests? Its interesting how the concept may work and i hope it isnt bland or only gives the illusion of changing your playthrough.

I hope it makes a difference, BW did say they wanted choices to matter this time around. So here's hoping! At at the very least that Crestwood quest had a number of outcomes; go after the baddies, defend the fort or defend the village, I think? Maybe if you have more soldiers in the area they will be able to defend the fort themselves? 

 

 

Does it extend the range of the map/neighboring areas you can see? Does it allow you to send assassins for strategic "hits"? Does it allow you to spy on goings-on of nearby enemy factions (and what exactly would that mean in this game)? Can you send spies on missions?

Man, all of those things would be very cool. Gathering intel on your enemy so that taking a fort from them is easier because you know about a hidden entrance or something would be very fun. 



#35
FarDareisMai

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I know if the fortress in the mountains from that one piece of concept art is real, I want to conquer it and make it look absolutely terrifying to behold....it just looks like the perfect setting for a big, well fortified, scary looking keep. Also, with just that bridge leading to it, it looks easy to defend with only one way to attack. Just think of the bottle-neck....wait a sec, I just realized that will probably be a really had fortress to conquer....hmm, I need to to come up with a good strategy for that one.... :ph34r:



#36
siphernin

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This is likely a silly question, but once you take a fortress, does it stay yours.  I know some of them can be attacked by dragons, but it might be cool for whatever force you took it from to try to take it back.  Although to play devil's advocate, I suppose that would be time consuming.



#37
CybAnt1

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We know there will be one keep defense. The Crestwood Keep. From the demo. (Although we don't know how, when, or why that will fit into the game - yet.) 

 

We have had one other moment of keep defense; that would be the defense of the Amaranthine Keep in DA:A. Which, basically, was like most other battles in the game, but with some idiosyncratic elements based on what people or fortifications you had added to your keep throughout the game.  

 

In the absence of new details, my guess is that defense will be like that; (and Crestwood seems based on the exact same dilemma, too, "defend the keep" or "defend the village') ... but we don't know if there will be any other points in the game we are doing this. 



#38
AresKeith

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To be honest I was a little underwhelmed by the battle of Denerim mainly because it was fairly small scale, gameplay wise. Hopefully the new engine will allow us to fight in a massive scale battle at the end. Maker that would be epic. B)

 

I agree so much



#39
AppealToReason

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I will turn every fortress into a brothel.



#40
SerCambria358

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I will turn every fortress into a brothel.

92c1730aa4f23727fe580aafd83fddb90079061c

hope you're a GOT fan



#41
Inprea

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It would certainly be interesting to see if the smaller, stronger army worked out better than numbers, if it does make a big difference that would add so much to replayability. 

 

 

 

Agreed, that would be very useful, almost like AC's training of assassins. But hopefully more complex  :P

 

 


 

 

Such talk does make me wonder how many people would complain that their balance of supplies and soldiers should have worked. Even if it was terribly done. A sword without a hand to use it is pretty much worthless, except for a few you keep in reserve, a soldier using a copper sword and half starved against a well fed soldier using steel isn't much better.

 

I can't say I know anything about AC. I was more inspired by a real time strategy game when you devote resources that could have gone into making tanks to designing a better tank.



#42
Xiltas

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I don't believe it's such an easy question.

 

Who knows, maybe there are different quests or quest paths available depending on what kind of fortress will be made? So I won't say in advance I will/won't follow a certain route yet.