{Hero Siege Simulator}

{Game Idea}

Thesis:
A third-person action game in which you take on hero roles in a sieging or defending army. Single and massively multiplayer modes.

Setting:
Medieval high fantasy kingdom. Fortress / Castle / Stronghold / Citadel. Varying aesthetic and historical designs on the structures. Varying weather conditions with applicable effects. Magic & monsters vs. high realism modes.

Playable Character:
“Hero,” powerful individual able to make difference in the battle by leading men into effective formations and attacks. In command position, on foot, on mounts, melee or ranged attackers.

Gameplay:
High action / highly unrealistic combat style. Destructible environments, siege weaponry, different heroes with differing abilities / strengths / types of magic.

Endgame:
Highly replayable sessions of offensive and defensive sieges.

Inspired by —
Lord of the Rings: Conquest 
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Dynasty Warriors

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Warhammer

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Design / System / Mechanics

3 Playable Races / 5 Hero Classes / Mounts & Siege Weapons

Humans — most units, dragon-riders, most versatile heroes

Dwarves — most health, strongest structures, divine beasts

Elves — best archers, strongest magic, best commanders

Classes:

Warrior — melee fighter

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Archer — ranged shooter

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Mage — versatile magic user

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Rider — mounted lord, attacks from the sky

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Commander — strategist & tactician leading from on high (all classes can also partially command)

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Each of the classes feature abilities commensurate with their role in the battle. Depending on the size of the conflict, there can be a multitude heroes involved on each side, in each battle.

Systems:

The game AI consists of multiple difficulties, and scales based on the effectiveness of the computer-controlled army and opposing hero movements & strategies as opposed to simply greater damage amounts. Armies with increased ability will naturally flanking and retreating maneuvers with greater speed. Opposition heroes will target weak regiments and heroes with low health, knowing that defeating the heroes of the other army greatly increases the chances of victory.

Army regiments on each side vary with each conflict size. Generally, each army has melee & ranged regiments, along with magic users, siege weapon-users, and monsters.

Structures — in order of size & complexity — Fortress / Castle / Stronghold / Citadel. Each type of structure becomes more heavily defended by larger and stronger armies.

Landscapes — some of the structures are supported by the environment and topography such as hills, mountains, forests, desert, sea. The home army will have better knowledge of how to effectively utilize these environmental factors. Weather cycles are also affected by the location of the structure.

Mechanics:

The third-person action is marked by over-the-top AOE effects (ala Dynasty Warriors), high-powered magic, cavalry charges, and Final Fantasy-style ability animations.

Each of the hero classes can impact the battle in equal, yet widely different, measures.

The Warrior acts as the vanguard to break the enemy’s lines; they can take the most damage and lead regiments of other melee fighters most effectively.

The Archer, with high ground and from afar, is the most valuable targeting the enemy army’s heroes; they are the fastest and capable of covering the most ground, if given free reign to do so in the open spaces of the battlefield.

The Mage presents the most dangerous hero for other enemy combatants, if given the time needed to cast his spells; they can potentially deal the most single target or area-of-effect damage, and effect the battle in a wide array of ways – but are the physically weakest heroes.

The Rider raises the fight to the skies and forces the enemy heroes to take care or allocate their own time and resources to stopping the Rider; they are capable of influencing the battle anywhere via flight, but are weak to the Archer and Mage if accurately targeted.

The Commander’s role run properly allows the entire fight to run more smoothly, taking time to both micro and macro-manage the maneuvers across the battlefield; they are skilled tacticians with a mind for how to win battles, but are practically useless without their army positioned in the most effective manner.

~ Battles can be short or long, feature large or small forces, and can occur in different phases, such as: charging, open field combat, sieging, breaching/infiltrating, retreating, final showdowns. The ebb and flow of a battle can take any number of turns, due mostly to the roles of the heroes and the effectiveness of their maneuvers and strategies. The battle lengths range from 15-45 minutes, depending on the relative performance of each army and its heroes.

Story & Structure

The storylines for individual battles are dynamic / irrelevant. The story is based in the action on the battlefield alone. There is no campaign mode, there are only siege sessions. Each battle session is structured as a set of answers to the questions: who, what, when, where and not necessarily why. The attacking and defending forces are determined in a lobby, either against AI and human opponents. The composition of the heroes, regiments within the army, and conditions for battle are decided between the players. Up to 100 players, playing any number of heroes on each side can participate in a battle. 50 heroes will be featured on each side in the largest fights.

Ideally, stories and emotions and arcs and mythologies are created through the actions of the players on the battlefield. The drama of the siege tells a story all its own. ~