Hello Golemancers,
As we journey through the mystical and unforgiving world of Golem Overlord, we're constantly looking for ways to enhance and expand the realms we explore together. Today, we're excited to share with you a glimpse into the future—a concept that could transform the way we play, strategize, and engage within Golem Overlord.
Please note, what we're about to discuss is purely in the ideation phase. Nothing is set in stone, and your input is crucial to turning these ideas into a reality.
A Vision for Expansion: The Strategy Land Game
Imagine a world where the battles we fight and the victories we secure in Golem Overlord extend their influence into a vast, uncharted territory—a land ripe for conquest, strategy, and community building. Here's a quick overview of what we're envisioning:
- Deep Integration: Achievements and progress in the main game bolster your endeavors in the land game, influencing everything from construction speed to troop strength.
- Strategic Construction: Erect buildings essential for resource gathering, troop training, and research. Each structure introduces a new layer of strategy and progression.
- Dynamic Battles: Assemble diverse armies with troops that carry unique roles and damage types, all part of a larger strategy to conquer and defend.
- Community and Guilds at Heart: Enhance guild cooperation through shared construction projects and research, fostering a strong sense of community and shared goals.
- Land Ownership and Development: Secure parcels of land that you can develop, level up, and utilize for strategic advantages against monsters, other players, and in guild-based conflicts.
- Rich, Engaging Gameplay: From resource management and monster battles to strategic control points and hero-led armies, the game is designed to keep you engaged hour after hour.
1. Introduction to the Land Game: Core Concepts
As we explore the new land expansion in Golem Overlord, let's dive into the basics that make up the foundation of this exciting new world. These elements are still just ideas, and we're keen to hear your thoughts on them.
How the Main Game Influences the Land Game
Your progress and achievements in the main Golem Overlord game will give you a boost in the land game. This means things like how fast you can build or research, the strength of your troops, and how many resources you can collect will get better thanks to your main game stats. However, we're making sure these boosts are balanced so everyone can enjoy the game without feeling overpowered.
Building Your Territory
In this new land, you'll find various buildings to construct and upgrade, which will take both time and resources. These resources will be new and unique, adding a fresh twist to the game. Here's a look at what you can expect:
- Functional Buildings: These include essential structures for your land such as a Golem Factory for creating golems, a Guild Hall for guild activities, a Main Bunker for defense, and a Prestige Shop for exclusive items, among other Buildings.
- Resource Gathering Buildings: You'll also build facilities specifically designed to collect the new types of resources necessary for your expansion.
Advancing Through Research
Unlocking the full potential of your territory involves a lot of research. This could be anything from new types of buildings and troops to enhancing your stats. Research might require special items like blueprints and will definitely need time and resources to complete.
A New Twist on Resources
An interesting feature we're considering is the ability to mint the new resources and pyrite, into NFTs. This means you could turn a bunch of wood, for example, into a digital token that's tradable within the game through a building or heroes.
We're at the very beginning of imagining what this land game could be, and your input is crucial. What do you think of these foundational concepts? How do you feel about the balance between the main game and the land game? Let us know your thoughts, ideas, and suggestions. Together, we can shape this into an amazing new adventure in the world of Golem Overlord.
2. Land Ownership and Management: Expanding Your Dominion
As we dive deeper into the potential of the land-based strategy game in Golem Overlord, let's explore the concept of land ownership, its benefits, and the strategic depth it adds to the game. Remember, these are preliminary ideas, and we're eager for your feedback to shape them further.
Land Ownership and Sales
In the future phase of the game, players will have the opportunity to own land. While the specifics of how land will be sold are still under consideration, the idea is to make land ownership a pivotal part of the game's strategy and economy.
Leveling Up Your Land
Each piece of land will have its own level, which can be increased by spending shards on it. Not only will your land's level rise, but you'll also boost the levels of neighboring lands, promoting a sense of community and collaboration among players.
Dynamic Land and Object Levels
Every object on the map, whether it's a resource node or a monster, will have a level indicating its difficulty and the rewards it yields. As you might expect, higher land levels lead to higher-level spawns, creating a rich, challenging environment that rewards strategic investment in your territory.
Hourly Spawns and Rewards
The game will feature hourly spawns, keeping the land lively and dynamic. Landholders might enjoy various rewards for their stewardship, such as access to a special store for speed-ups, shards/parts from a communal pool, or even exclusive hero NFTs.
Taxes and Resource Management
As a landowner, you'll have the ability to levy taxes on all resources gathered on your land. This adds an interesting layer to the game's economy, as you balance between encouraging others to use your land and maximizing your own gains.
Strategic Base Placement
Your base's location on the map matters. Surrounding your base with higher-level lands will increase your earnings from the base game in terms of parts and shards. However, the more populated an area becomes, the smaller the share of resources each player gets, emphasizing the importance of strategic placement and expansion.
Guild Territories and Cooperation
We're also considering ways to encourage guilds to establish their presence in the same areas, perhaps through shared objectives like raids. This would not only strengthen the sense of community and cooperation but also introduce new layers of strategy as guilds vie for control of valuable territories.
These ideas for land management and ownership are designed to weave together the strategic depth of the game with the community and economy aspects, creating a vibrant, living world. What are your thoughts on these concepts? How do you see yourself engaging with land ownership and management in the game? Your insights are invaluable as we continue to shape the future of Golem Overlord.
3. Engaging Land Gameplay: From Resource Nodes to Guild Governance
The land-based strategy expansion for Golem Overlord is designed to bring a host of interactive and immersive gameplay elements. Here's a closer look at how engaging with the land will not only be about managing and upgrading territory but also about adventure, conflict, and community governance.
Gathering Resources and Confronting Monsters
The land is filled with resource (Rss) nodes, each waiting to be harvested. Sending your forces to these nodes will yield various resources after a set amount of time. But it's not all about peaceful gathering; monsters roam the map, offering challenges and rewards for those brave enough to face them.
Dungeons and Raids
Scattered across the map are dungeons, each hosting battles that occur every few minutes. These dungeons can be tackled solo or as part of raids, providing both challenges and opportunities for collaborative strategy.
Strategic Control Points: Temples, Churches, and the Capitol
Key landmarks like temples and the capitol serve as strategic control points, with guilds clashing over their dominion every few days or weeks. Controlling these points grants a guild governance over the land, allowing them to set certain rules or laws and even appointing a king with specific global skills. This layer of strategy introduces a political element, as guilds must negotiate, strategize, and sometimes battle for influence.
The Economy of Resources
Minting resources into tradable assets is a key part of the game's economy. However, to sell these minted resources, players must first transport them to the capitol, introducing a layer of risk and strategy. The journey to the capitol could be fraught with ambushes, making escort services from more powerful players a valuable commodity.
Guild Responsibilities and Map Control
Guilds play a significant role in maintaining the safety and stability of their territories. They have the ability to set up patrols and ambushes, protecting their lands from external threats and ensuring safe passage for their members. The ruling guild, in particular, has the crucial task of safeguarding the capitol and its surrounding areas, highlighting the importance of leadership and strategic planning.
These gameplay elements are designed to create a rich, engaging experience where strategy, community, and action converge. From resource management and monster battles to dungeons, raids, and governance, the land game promises a new level of depth and interaction in the world of Golem Overlord.
4. Guild Dynamics: Building and Researching Together
In the proposed land-based strategy expansion for Golem Overlord, guilds take center stage, offering new ways for members to collaborate and strengthen their collective power. Let's delve into how guild buildings and research will play a pivotal role in guild advancement.
Guild Buildings: The Heart of Collaboration
Guilds can construct their own buildings, each pivotal to the guild's progression and influence within the game. These buildings are not just for show; they house research projects that can significantly boost the guild's capabilities. Each research project within these buildings can be leveled up, unlocking new advantages for guild members. However, advancing these projects requires both the guild building and the individual player's bunker to be at certain levels, ensuring that guild progress is tied to member participation.
Research and Upgrade Energy
Research within guild buildings is a communal effort. Every member can contribute by converting a specific amount of currency into what we're calling "upgrade energy." This process, akin to burning currency for energy, allows members to add a random number of points (ranging from 10 to 100) towards the research's progression.
Energy Accumulation and Research Progression
Upgrade energy accumulates over time, with each member receiving 1 unit of energy every 20 minutes. A cap is set at 20 units, encouraging regular interaction with the game to maximize contribution efficiency. Once the collective energy contributed by guild members fills the research's requirements, the project will upgrade after a predetermined period, unlocking new levels of power and possibilities for the guild.
This system is designed to foster a strong sense of community and cooperation within guilds. By working together towards common goals, guild members can significantly enhance their strategic position in the game. From constructing buildings that serve as research hubs to pooling resources for the collective good, the guild dynamics introduced in this expansion aim to enrich the Golem Overlord experience with deeper layers of collaboration and teamwork.
5. Battle Strategy: Building Troops and Heroes
In the upcoming strategy land game for Golem Overlord, battle plays a critical role. Let's break down how you'll build your army, strategize for combat, and work together to face massive threats.
Building and Managing Your Army
You can create troops that are key to your success in battle. However, be cautious: if troops are defeated in combat, some of their components can be recovered, but some are lost forever. Troops come in various types, each tagged with specific roles (tank, DPS, support) and damage types (stab, slash, blunt OR melee, ranged, energy, etc.). This system introduces a strategic "rock-paper-scissors" mechanic, where each type has advantages and disadvantages against others. Troops also vary in strength, from lower tiers that are weak but easy and cheap to unlock, to higher tiers that offer more power at a greater cost.
Strategic Planning and Loadouts
Before heading into battle, you'll set up general game plans for your troops, choosing different loadouts suited for various terrains or battle arenas. You'll also set basic rules for engagement, like which enemy types to prioritize and how your troops should behave. Initially, these strategies will be simple, but as the game evolves, crafting the right strategy will become a key element of gameplay.
Hero Characters
In addition to your troops, you'll have "hero" characters, represented as NFTs that can be leveled up in two ways: increasing their rarity by "burning" other NFTs and gaining experience through use in battles. These heroes not only boost your army's stats but also participate in combat, adding another layer of strategy. Like troops, heroes come with specific roles and damage types, allowing for tailored strategies against various foes.
Automated Combat and Review
Battles will run automatically, allowing you to focus on strategy rather than micromanagement. After combat, you'll have the opportunity to review outcomes and adjust your strategies for future engagements.
Boss Monsters: A Threat to the Continent
Periodically, boss monsters will emerge as a threat to the entire continent. These battles will require cooperation from players across the game world, with the timing of these events known in advance to accommodate players in all time zones. Failure to defeat these bosses can have detrimental effects on the world, underscoring the importance of community and strategy.
This battle system is designed to offer a blend of strategy, risk, and cooperation, enriching the Golem Overlord universe with complex, engaging gameplay. As we continue to develop these ideas, we're eager to hear your thoughts. What do you think about the proposed troop types, hero mechanics, and boss battles?
6. Strategic Troop Management: Crafting Your Battle Plan
A key aspect of the upcoming land-based strategy game in Golem Overlord is how you'll manage and deploy your troops. This isn't just about building an army; it's about smartly configuring your forces to adapt to various challenges. Let’s dive into the strategic depth of setting up your troops for success.
Customizing Troop Loadouts
In the heart of the game's strategy, you'll have the ability to create specific game plans for your troops. This involves designing loadouts tailored to different terrains and arenas, essentially prepping your army for whatever the map throws at them. Whether it’s the rugged highlands or the treacherous marshlands, each terrain demands a unique approach.
Setting Ground Rules
Beyond just picking the right troop mix, you'll set ground rules for their behavior in battle. This means deciding on their target priorities, formation strategies, and how aggressively or defensively they should act. Initially, these systems will be straightforward, allowing you to get a handle on the basics. But as you grow more accustomed to the mechanics, you’ll find that these pre-battle decisions are crucial to mastering the game.
The Strategy Behind the Strategy
These preparations form the core of your strategic gameplay. It's not solely about the troops you have but how you use them. Tailoring your army's approach to the specifics of each battle scenario will test your foresight and adaptability as a commander. Success hinges not just on might but on strategy, foresight, and the ability to anticipate and counter your opponent’s moves.
Evolving Tactics
As the game evolves, so too will the depth of strategic options available to you. We envision expanding the range of terrains, introducing more complex behaviors, and providing more nuanced control over your troops’ actions. This evolution will ensure that strategic troop management remains a continually engaging and challenging aspect of the game.
Crafting your battle plan and managing troops thoughtfully will be a rewarding experience that emphasizes strategic prowess over brute force. We're excited to see how players will adapt to and master this system, and we eagerly await your feedback to refine and perfect it. How do you envision setting up your troops? What strategies do you think will be most effective?
Finally: We Want to Hear From You
This expansion is more than just an addition to Golem Overlord; it's a new horizon we plan to explore together with our community. Your feedback, thoughts, and suggestions are not just welcome—they're essential. What aspects of this concept excite you? Are there areas you think we could improve or ideas you'd like us to consider?
Your insights will help us shape this vision into a feature that enhances our shared adventure in Golem Overlord. Let's build this new world together, one idea at a time.
Stay tuned for updates as we refine this concept, and thank you for being an integral part of the Golem Overlord community. Your voice will guide us as we venture into these new lands.
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Keep it simple is my best advice. Use the tokens you already have that are inflating out of control to participate. Give every account 1 land upon reaching a set prestige with additional sales for purchase by burning shard/part. Make each land work well with your other plots so it will be more of a benefit to have 1 account over a dozen accounts. And, post regular updates for those who aren't on discord. Not sure what ever happened to the roguelike you were originally planning.
Quarterly seasons to keep the game fresh. Maybe different resources are better in different season. A tower defense style auto battler would be somewhat interesting and in line with the game theme. Ability to attach your golems to attack other players towers and steal some of their resources or damage their towers etc. Make it so dozens of players could get together to attack a higher ranking player so they can't just sit and farm. Guild notifications with an hour or 2 notice before a battle will take place so they can attach defenders to their guild mates to protect them but this may leave themselves vulnerable to attacks. Use the scouts in the game already to scout a towers defense levels for a set time period.
Ok, ill shut up now.
I really like the idea of giving away land for og players.
PART and SHARD will play a huge part in this too, but those dont really fit the needs for what i have planned for building ressources. (But that's also the reason why those will not be as easily tradable as part and shard are)
So will there be a difference in being able to own land for personal use vs guild use? like the raids mentioned in #2 point or is the Golem Factory the personal land and the Guild Hall the guild land portion?
Also will the land rarities be different from the current nft ones or will there be a new rarity system and do we get them from opening crates?
I'm just wondering how the relic radar compares to this or if that is something completely different from gathering resources needed etc?
Is the release going to be over a set of multiple expansions?
In regards to the troops will you make it so that the different rarity of land allows you to produce different kinds of heroes' and troops?
Is there going to be a cap on the amount of troops you can make since the game will be hourly updated to have new battles and the like?
You don't have to own the land you play on.
But the player owning the land gets the benefit of you playing on that land
Actually not sure how to do the land sale, but will probably give away land to og players. Just have to make sure the right accounts get them. (aka no multies etc)
Land Rarities are like levels, land around important things are higher by default, but playing on the land will increase its level/rarity over time
Relic radar is on pause for now, since quests accomplish right now what rr should have accomplished
Yes, release will be step by step getting there.
Not quite, but different rarity will control your resource yield among other things.
Yes you will have 2 maximum numbers of supported troops. Maximum troops inside your base and maximum troops you can send out to attack/farm/do whatever at once
Lets do this!
Yixn the #'s are 1-6 from top to bottom no idea why PeakD removed them and ordered them like that.
I really like the idea of giving away land for og players.
Yes :-)
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Hi, i'm really impressed on the quick progress and bug fixing.
honestly, This is such an ambitious project. It seem slightly too big and ambitious so it'll might feel like a drag at the end and wear you down a little bit too much.
This is a wild idea, and i personally do not like it less, But it mightbe the better option overall. Ask the Splinterlands team to utilize their land for this land implementation. Make the case that this will increase their land value and overall game value, get a little FTE from the Splinterlands team (who are hopefully experienced) and share the workload as well as support if times get though.
(ps. i do not own any splinterlands land)
I want expeditions finished first! there is a case to make expeditions awsome, before undertaking on other things. But i understand working and thinking about new stuff is more engaging.
Anyway, this seems like a great idea, the thought behind it are really awsome! well written article, if the game will be equally great, it will be awsome!!
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Anything I say, needs deeper discussion on a few different levels.
Animation to the game is needed.
I do not know your road map of idea.
Animated galactic war should be an ambition even if years away. To start with. It could be as simple as pong was back in the youth.
I do not know how deep you want to build the structure of game play. Ultimately I think the game should lead toward Teams of teams working together to supply an army.
A bit like integrating several games in to the one game. Some people like to farm,. A team would need a farmer to have a bigger army. More farmers more people fed.
Battles can be fought for a new planet. Winners of a monthly campaign can gain prizes from a leader board. To have the best farmers on your team you must reward them well. How a team distributes its rewards might make it bigger or smaller.
Start an animation of farmers. It would be just motion. Make them stick men until a time to work on it with detail come about.
Very interesting, I read and thought about the game Heroes, Age of Wonders, Starcraft, Civilization, I like the idea of going towards strategy😎