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About Enevon

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  1. I like the idea of having the demons represent the deteriorating effects of time, I feel that it really lends itself well to the overall themes outlined for Massive Chalice. The idea that the demons will take your life "no matter what" makes loosing a hero on the battlefield a lot easier to stomach. They get you in the end, even if you win every fight and make it back home. They will be working you over, each day past your prime is a blow in their favor. Old age or sword to the face, they still got you. It is then every hero must ask him/her -self: "will i give them the satisfaction of nibbling away until there is nothing left, or will I take charge of my own fate and die on my own terms?" This way of thinking makes every wrinkle on your face another sign of the demonic corruption slowly eating away at you, but they are also a symbol of defiance, for you will not let it consume you (not yet at any rate). You bear each scar, wrinkle and spot as medals, each representing the demonic assault on your body, but as long as you keep fighting they also represent their failure to end you. I think an immortal king was mentioned early on, and his refusal succumb to their advances could very well be the reason the demons have it out for you. What is so the human counter to the demon corruption? It does not lie in a fountain of youth, or makeup to hide or reverse their effect. The bloodlines on the other hand are not touched by time in the same way that it touches individuals. Rather than withering, a bloodline grows. Each generation becomes stronger through their ancestors. Through the bloodlines, change becomes a positive factor, and this represent a threatens the demon forces.
  2. While there have been plenty of topics discussing the living, this thread will be dedicated to the fallen. Throughout a massive chalice play-through, most of our heroes will have spent more time dead than alive. Therefore i would like to open up a discussion on how to make the dead an active part of the continuing gameplay experience. I am not, however, of the opinion that the dead should be used as units on the battlefield like the living heroes are. I am rather advocating the implementation of ancestral based gameplay mechanics. Such features could be a family skill tree system, where the first generation of heroes are completely skill less, but leave a skill for their offspring when they die depending on class/way of death/other meaningful achievement similar to the way relics seem to be generated. Other features could be as simple as having the line of ancestors appear "lion king style" in the clouds/fog of war when a hero scores a critical hit. The specific ideas i have mentioned here are not important, what is important is avoiding that our great ancestors are reduced to "names in the dead book". -on a side note i feel that different classes could benefit from different approaches to venerating the dead, a necromancer could simply increase his zombie horde by +1 ancestor per generation, while a paladin or shaman -type bloodline would treat their dead quite differently what are your ideas for keeping the dead an active part of your gameplay?
  3. Enevon


    From what i have read/heard the development team seems to have a pretty good handle on the general direction that you want to take the game. As a person that is new to the whole kickstarter/crowdfunded video game concept, what manner of community participation (if any) do you consider to be the most helpful at your current development stage? Are you looking for suggestions and ideas, or are you leaning more towards a responsive community that gives feedback to ideas/queries presented by you?
  4. The duality of this idea intrigues me greatly, you have your keeps (and or to a lesser extent garrisons or farms ect.) that represent a familiar and pre-designed "homestead" that you defend against the demons, and slowly grow to know and love as generations of Swisshelms lay down their lives in order to protect it.(you could even have memorial shrines that give ancestral powers to the bloodline of the martyr in question) The persistent locale would also be a great way to express the effects a prolonged demon invasion has on the land. It would also reinforce the importance of winning the battle, as you get to see the ashes and burnt huts the next time you fight there. On the other hand you have the random, or chunk based dungeons that could represent the heroes taking the fight to the enemy, and completing objectives related to stopping and deterring the horde any way they can. EDIT: moved some text
  5. To take this idea one step further i feel that the stat requirement should be related to the efficient use of the item: any class can pick up and (at great strain) use a heavy club, but if the hero is lacking in the muscle department, the swings may be slower, (represented by lower initiative/fewer hits per attack turn ect.) or downright useless. In the same vein a warrior could have brought a scroll or wand, but you better be prepared for the eventual backfire and/or self-inflicted curse that comes with operating magical equipment without the proper mental capacity. This system enables me as a player to be the judge of each item, and assign them to the most appropriate hero, rather than having a tiny red text message tell me that "no! this hero does NOT use swords, he is a mage stupid!" It creates a more rewarding connection between the equipment and the player, i get to make my own choices based om my heroes' perceived needs rather than just swapping in the "heavy armor of one more protection point than you previously had".
  6. I feel that the potential for "evolution" through genetic trait within a specific bloodline would really help in diversifying multiple bloodlines of the same class. With a focus on traits that relate to the bloodline, as opposed to the class of the hero, you can easily justify creating multiple fighter bloodlines that are diversified beyond the color of their banner. However i feel that the perks/traits/quirks should be value neutral. The traits should not be categorized into good vs. bad traits (with the exception being as a balancing measure for other prizes). Rather i feel that the traits should be of a "general" nature; for example a "half-man" trait would be of great benefit to a rougish type warrior, while presenting a challenge if you insist on continue as a "tank". The perk itself is not loaded with a value judgement, the value of a perk is determined by the players' ability to capitalize on the opportunity.
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