News: The Java platform is the chosen language for our projects. May 22, 2012, 03:23:50 pm
Welcome, Guest. Please login or register. *

units: Varnost faction
Pages: 1
  Send this topic  |  Print  

  units: Varnost faction
Author Message
0 Members and 2 Guests are viewing this topic.
Solinx
OpenWar Staff
Staff
Sr. Member
**
Offline Offline

Posts: 397


The Letter King


View Profile
« on: December 17, 2006, 11:12:17 pm »

The topic for the unit discussion for the Varnost faction.

Short description of the faction by Darvin:
Quote
Varnost: this faction is out for their own demise, as well as their opponents'.  Their numbers just keep swelling no matter what the player does, growing into disorganized and squalor infested camps.  Their unstable economy eventually forces them to raise vast hordes of units to take new land by force.  This economically inefficiant behemoth is perfect for the aggressive player who wants to roll over his opponents with ungodly numbers.

The full description by Darvin:
Quote
Varnost
The people of Varnost have been displaced by war and famine in their traditional homelands.  Desperate and homeless, they have spread into the southwest in search of a new livelihood.  After decades of rejection and hostilities, Varnost's people have been transformed into a rampaging horde, ripping up settlements in their path in search of food and supplies.  The initiate waves of Varnost invaders have settled in the eastern fringes of the subcontinent, but more and more of them continue to arrive from their desolated motherland, and it's only a matter of time before they spill onwards once more.

Conceptually, Varnost is a very gothic faction (well, that WAS their inspiration).  Their entire society functions as a rampaging horde which can be used to completely overrun an enemy, then take up its settlement and use its resources.  Above and beyond Tharwain's drafting, these guys are the game's swarming faction.  I've also considered adding some Celtic influence to this faction to give them a druidic side in terms of magic.  Varnost would really be a scavenger in terms of resource collection and base building, more inclined to capture what its enemies have then build something itself.  When it does build something itself, it's most likely to be disorganized rabble.


Buildings:
Varnost bases are best described as chaotic.  The structures themselves are best described as haphazard and jury-rigged architecture.  In terms of what the player actively builds, the Varnost base is perhaps the most limited in selection.  The player can build resource acquisition structures, camps (for military units), and defensive compounds.  After being built, squatters will begin to automatically set up a Varnost community around any existing structure.  This community will sprawl outwards towards a maximum size.  Varnost can also inhabit abandoned enemy structures, converting them into Varnost slums.

There is one problem; these slums will quickly overpopulate to the point at which the inefficiant Varnost farming structures won't be able to support them.  In this way, Varnost's economy is ultimately unsustainable; they will just keep getting more and more people until they are forced to expand, or die trying.

Varnost is also capable of building dirt roads using military units.  These roads won't be settled on (preventing the slums from inhibiting military unit movement), but have a limited width.


Military:
Varnost is capable of raising vast hordes of people from the squalor of its slums in a short amount of time.  More advanced troops can take a while to train, but basic "fodder" units can be produced en masse in a matter of minutes.  Their empty homes will quickly fill up with more civilians, meaning that there's always another wave to take their place.

Varnost's army is somewhat similar to Tharwain's in that it has a large portion of cheap fodder supported by a small portion of expensive elite units.  Unlike Tharwain, which uses drafting and decommissioning to tactically raise a temporary army at the cost of its economy, Varnost is forced to continually raise an army at the cost of an economic collapse.  Where Tharwain is tactical and calculated, Varnost is rushed and uncoordinated.  As well, unlike Tharwain, the high end elite units aren't necessarily for Varnost.

All Varnost siege weapons are built by military units on the field.  They prefer ladders, rams, and occasionally towers, lacking the technical expertise for catapults.  As with buildings, Varnost is capable of capturing siege weapons and using them against their owners.


Economy:
Varnost's economy is the most unstable of all the factions (by far).  Building materials are largely inconsequential for them; they're extracted at the time of construction (and cannot be stored) by the units building the structure.  Slums will use any building materials present, but if there aren't, they'll still form as thatch huts clustered in a disorganized manner.  All but a few Varnost's manually buit buildings can be constructed without building materials, but will take longer.  In the late game when the map is barren (not uncommon with Varnost), they may be required to capture enemy structures and convert them in order to get the effects of certain structures of their own.

Varnost's farms are by far the least space effective.  They cost very little, but combined with the sprawl that follows with them they are ultimately doomed to failure.  Varnost's metal extraction is also inefficiant, in a very underhanded manner.  They actually extract metals faster than any other factions - but 50% of what they extract is lost to corruption and theft.  This means that Varnost can clear their side of the map of resources and have almost nothing to show for it by the mid-game.  Varnost has the bonus of having automated scavenging, but gets very low returns on this too.

Varnost, like Caeluin, has no unique resource, since they are more management intensive to begin with than the other factions.
Logged



"An expert is a man who has made all the mistakes which can be made in a very narrow field." - Niels Bohr
Darvin
OpenWar Staff
Staff
Sr. Member
**
Offline Offline

Posts: 506


The Concept and Design King


View Profile
« Reply #1 on: December 20, 2006, 11:53:29 pm »

Varnost Kinsman (rabble)
type:      knives / spears / handaxes
size:      24
The Kinsmen of Varnost are a desperate folk with nothing to lose.  Driven by the insatiable need for more land as hundreds of thousands of people flood into neighbouring lands, kinsmen form the majority of the raging hordes.  These poorly armed warriors are better prepared for the harshities of combat than common peasants, but are no match for a trained warrior.  They can be recruited at nearly no cost.  Although undisciplined, they have nowhere to retreat to in the event of defeat, and will fight to the death as a result.

Varnost Hunter (light support)
type:      bow
size:      24
Not all kinsmen fight with whatever scrap blades they can acquire.  Some have skill with the bow and arrow.  These hunters have acquired rudimentry skill in archery.  Their range and accuracy are less than exceptional, but these archers can be summoned in large numbers to barrage enemy formations.  They are no more than regular kinsmen in the melee.

Varnost Herdsmen (light cavalry)
type:      spear cavalry
size:      18
The herdsmen of Varnost roam without formation.  They are easily turned by most melee formations and are of little threat in most cases due to their ineptitude at organized mounted combat.  However, they are effective for dispersing skirmishers, and once a battle has been reduced to a frenzy their speed and sudden attacks can prove fatal.  They are particularly dangerous to heavy cavalry, which they have learned to outmaneuver.

Scouting Party (light support)
type:      bow
size:      12
Ahead of any Varnost horde is a veritable league of stealthy scouting parties.  Quickly covering great distances, these scouts often lay waypoints and report vital information back to warlords.  In addition, when working in tandem these scouts can waylay and distract larger enemy forces while the horde moves into position.

War Party (medium melee)
type:      sword
size:      24
The experienced warriors of Varnost form into tightly knit parties that each hold a loyalty to their clan.  These parties are viciously bloodthirsty at times, and usually are well equipped compared to the usual of their kin.  They wear light travelling armour, and weild sword and shield.  Although not a match for a disciplined fighting force, War Parties have no difficulties defeating outnumbered or exhausted foes.

Raiding Party (medium cavalry)
type:      axe
size:      18
Varnost's raiders are notorious for appearing out of nowhere and laying waste to an outlying town, then escaping before reinforcements can arrive.  Raiding Parties are capable of covering vast distances without stopping, and are keen in battle even when tired.  In a direct confrontation, raiders are formidable middle-class cavalry that excel at breaking melee formations.

Halcarian Spearman (light skirmisher)
type:      spear
size:      18
The Halcarians are believed to be the vague reminents of a formerly professional military force.  They have a long tradition of martial discipline and stand out in stark contrast to the rest of the rampaging Varnost horde.  Their continual rise in numbers speaks well of their success within Varnost society.  Halcarians are armed with light javalins.  They use no armour and a large shield to protect themselves in battle, and rely on mobility to overcome opponents.  Unlike the rest of Varnost, this is the traditional sense of mobility, more to do with planning than the lack thereof.

Fanatic (light melee)
type:      axe
size:      24
The fanatics of Varnost are a particular breed of young men with a penchant for battle.  They have been completely desensatized by the horde mentality of their people, and exist only to kill and die.  Although the origins are unclear, it is believed a cult-like tradition has formed among the fanatics, but members seldom last long enough for any clan structure to form about this.  Fanatics weild wicked axes and wear no armour, except an iron mask permeanently clad to their skull.  Fanatics possess unnatural endurance for injury in battle, as well as speed and vigor for long marches and quick sprints.

Druid (spellcaster)
type:      magic
size:      6
The lowest rank of druids are often seen on the battlefield weilding archaic magic that has not been seen for many generations.  They are incapable of using their magic for prolonged periods of time, and it is weak compared to a true druid's abilities.  Druid spellcasting is usually related to manipulating natural and spiritual magic.  Druids must harness natural magic - such as the restless spirits of the recently deceased, or the eager hearts of resolved warriors - in order to use their powers.
Logged
Fargledum
Full Member
***
Offline Offline

Posts: 97


WHEEE!


View Profile
« Reply #2 on: January 04, 2007, 06:39:15 am »

This is very well thought out, congrats, Darvin. When you say "ungodly numbers", you mean hundreds of units in a basic 2 player skirmish, not hundreds of thousands, right? I'm still unclear as to the scale of this RTS, so forgive my ignorance.
Logged

Es ist noch dasselbe der alte Eiserne Tor wille Bruch!
Darvin
OpenWar Staff
Staff
Sr. Member
**
Offline Offline

Posts: 506


The Concept and Design King


View Profile
« Reply #3 on: January 04, 2007, 09:16:35 am »

Hundreds of thousands would be a huge portion of their entire population.  While I can't put a finger on Varnost's population yet conceptually, I'd easily say it's well over a million.  Mind you, they're scattered and the leadership is divided.  Another consideration is that when Varnost goes to war, they bring everyone.  The old, the young, the sick, the strong, they all pick up weapons and fight, because without victory, all that is left is death.  This artificially inflates the size of their military even further.

Story-wise, Varnost and its neighbouring realms have seen dark times, but since Tharwain has lost trade relations, their knowledge is very slim.  Refugees from Varnost are now pouring into the west (and doubtlessly to other lands, as well).
Logged
Fargledum
Full Member
***
Offline Offline

Posts: 97


WHEEE!


View Profile
« Reply #4 on: January 04, 2007, 05:26:45 pm »

Generally speaking, a standard skirmish is more symbolic than realistic. For instance, in Starcraft, Zerg only outnumber foes because they get more soldiers in shorter amounts of time. When they reach the pop cap, they aren't going to have the advantage of numbers. If this game is representational, than at a full pop cap, Varnost will still out number it's foe, and likely by thousands. If it is symbollic, than it will not out number it's foe and will likely have only hundreds.

I don't know if this game is symbolic or representational of reality, but I suspect it will be a happy marriage of the two.
Logged

Es ist noch dasselbe der alte Eiserne Tor wille Bruch!
Darvin
OpenWar Staff
Staff
Sr. Member
**
Offline Offline

Posts: 506


The Concept and Design King


View Profile
« Reply #5 on: January 04, 2007, 09:50:44 pm »

Likely it will need to be a combination.  The exception will be Nisyrra, which actually builds soldiers very quickly, allowing them to bounce back after a loss despite their small army size.
Logged
Fargledum
Full Member
***
Offline Offline

Posts: 97


WHEEE!


View Profile
« Reply #6 on: January 06, 2007, 11:58:31 pm »

A combination would probably be best, especially considering the storyline of the world.
Logged

Es ist noch dasselbe der alte Eiserne Tor wille Bruch!

Pages: 1
  Send this topic  |  Print  
 

Jump to: