Minions and Tribes in “Gods And Heroes”
Gods And Heroes: Rome Rising will be different in several ways from other MMORPG’s. Part of this involves what are called “minion” and “tribe” systems. These seem to be analogous to the guilds and clans common in other MMORPG’s, but will operate slightly differently. In a recent interview, Stieg Hedlund explained some of these differences and how they work.
“The minion system is one of our most crucial systems in the game,” Hedlund says. “[We gave] the players as much, or as little, control as they wanted.
“Minions are broken in to three sub-groups, Infantry, Skirmisher, and Casters. This allows you to issue commands to individual groups and essentially micro-manage each sub-group of your minions. In these sub-controls you can independently set varying levels of aggression, agro radius, and even what they should be doing.
“If you don’t want to deal with these sub-groups or micro-management you can just issue orders from the main commands and they will respond accordingly. Of course if you just set them to an aggressive behaviour, you might find yourself in a few more fights than you originally anticipated!
“As far as the maximum number of minions you can have in your camp goes, we’re playing around with some numbers, but really it won’t be decided until we get into beta and we see how people respond to the minions we have implemented.”
Most MMORPGs have guild systems. In GAHRR, these are called “tribes.” How do these compare to traditional guilds?
Hedlund says: “Our tribe system (guilds) is not unlike most guild systems in many other games. Right now tribes have many of the standard features like a ranking system, full-featured control for officers, tribe-chat, and we’re even talking about adding some additional tribe features to help us stand head-and-shoulders above the norm. It shouldn’t be too unfamiliar to those experienced with other guild systems.”
Via MMORPG.com
Gods And Heroes: Rome Rising will be different in several ways from other MMORPG’s. Part of this involves what are called “minion” and “tribe” systems. These seem to be analogous to the guilds and clans common in other MMORPG’s, but will operate slightly differently. In a recent interview, Stieg Hedlund explained some of these differences and how they work.
“The minion system is one of our most crucial systems in the game,” Hedlund says. “[We gave] the players as much, or as little, control as they wanted.
“Minions are broken in to three sub-groups, Infantry, Skirmisher, and Casters. This allows you to issue commands to individual groups and essentially micro-manage each sub-group of your minions. In these sub-controls you can independently set varying levels of aggression, agro radius, and even what they should be doing.
“If you don’t want to deal with these sub-groups or micro-management you can just issue orders from the main commands and they will respond accordingly. Of course if you just set them to an aggressive behaviour, you might find yourself in a few more fights than you originally anticipated!
“As far as the maximum number of minions you can have in your camp goes, we’re playing around with some numbers, but really it won’t be decided until we get into beta and we see how people respond to the minions we have implemented.”
Most MMORPGs have guild systems. In GAHRR, these are called “tribes.” How do these compare to traditional guilds?
Hedlund says: “Our tribe system (guilds) is not unlike most guild systems in many other games. Right now tribes have many of the standard features like a ranking system, full-featured control for officers, tribe-chat, and we’re even talking about adding some additional tribe features to help us stand head-and-shoulders above the norm. It shouldn’t be too unfamiliar to those experienced with other guild systems.”
Via MMORPG.com