Sun Tang wrote:First, wow! Awesome work on the map!My favorite feature is a tie between "Ouch" being on fire in the ocean and when you hover over a forces name, that it highlights the cities on the map.
Thanks! Poor Ouch. He's been called to perform all manner of unpleasantries in the name of experimentation.
Sun Tang wrote:I was looking at the gates of cities and the castles that reside in the cities and i do not see any sort of damage meter on those to tell at what point they will fall, like a sort of health bar of sorts i suppose. Also, if the gate or castle begins to get critically low, would it be possible to make an icon that shows them smoking or even burning?
That might be a possibility. It will depend on how the staff want to handle these things and any other tasks which need to be completed before game launch. If not that, a 'life bar' might still be reasonable.
Sun Tang wrote:Another thing is, i was looking at actual buildings inside the cities and they take the form of a castle or what looks like a nobles home. Certainly there are more facilities inside a city, correct? I do not see anything visible like i did in the games, particularly RTK XI, X and even VIII such as barracks, or a blacksmith, Mint, stables, etc... I am not certain how V6 is going to turn out and what KT options will be available, but i have two questions regarding some hypotheticals since the map layout is open and free range.
#1, If this V6 map layout is somewhat similiar to how the RTK XI map/city format is, will there be specific Icons added for a stable, or a Smith, Barracks, Granary, etc inside the city to spice it up or even the outskirts of the city when developed?
And #2, if yes, the icons will be added, will those facilities have a health bar and be able to be attacked freely just like a military unit or transport unit or gate or castle facility can be and damaged/destroyed? Would these facilities be vulnerable to KT actions such as arson or riots, etc? Natural disasters? Bandits?
I don't know enough about the game mechanics in this are to answer the question. But as for anything on the map, I can boil it down pretty easily. The only interactive elements which will be added, for the time being, will be those which the players directly interact with. In other words, no blacksmith will be added to the map unless the blacksmith is something the staff want people to interact with through the map. This isn't to say I'm only interested in functional ideas—I also like ideas which make the map more enjoyable or attractive—but those ideas will only come about if they do not require staff interaction for non-game reasons (e.g. triggering a blacksmith in a town once one happens to be there when that's not relevant to gameplay).
I'll let any staff member answer if they have something to add in terms of game mechanics.

