Suggestion: Tower to tower travel to get rid of running "dead" maps
As currently designed towers can only "juice" maps in a circle around them. This means that the player is typically forced to run a number of non-juiced maps in order to get to the next tower. Often that means using a low tier map and feels like low-reward busy work for the player. Here is a suggestion to get rid of the busy work and, by extension, make towers more impactful: tower to tower travel.
Imagine that after meeting a certain condition, a player is able to return to an activated tower and it would offer a means to reveal an adjacent tower in the fog on the atlas. The condition, for example, could be completing a number of maps that had been influenced by the tower (lets say 4 just as an example). The gameplay loop would now work as follows. You get to your first tower, complete it, and use tablets to influence the maps around it. You complete 4 of the influenced maps around that tower. You now return to that tower, interact with something, and an adjacent tower (tower 2) is now revealed on the atlas. The player can then select tower 2 on the atlas (it is still surrounded by the fog of war) put a waystone in it and complete it. Upon doing so, the fog of war around tower 2 is removed, and the player can see the maps around it. The player can then influence the maps with tablets in the tower as before. Complete 4 influenced maps around tower 2, then move on to the next tower, and repeat. The above would considerably speed up the speed at which players can reveal the atlas (depending in part on the condition used to allow an adjacent tower to be revealed). That would help calibrate how quickly citadels, areas with a corrupted nexus, and unique maps can be found. The existing means of traversing the map, solely by completing connected maps, could be retained alongside the tower-to-tower method suggested here - this would give players more agency in deciding how to get around the map. But the tower to tower travel mode would help get rid of the need to run "dead" maps with have not been juiced or had any opportunity to have content added. And from the point of view of the lore, it would make the towers more impactful not just as a means of influencing the land around them, but also as a means of travel around the Atlas. Last edited by malcolmbarr#6856 on Apr 20, 2025, 3:31:21 AM Last bumped on May 1, 2025, 8:08:09 AM
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An important addition/clarification to this idea - give players an option of which tower to reveal (choosing a direction of travel) after the reveal-condition is met.
As above, let's assume that the condition is completing 4 maps in the radius of a tower. So the player completes 4 maps in the range of a tower. At this point a new option appears if you click on the tower, which states "reveal next tower". Clicking on this button then causes a number of towers adjacent to the original tower to be highlighted on the Atlas, with a "reveal" button beneath them. The player is then able to select which tower is revealed so it can the have a waystone inserted and be completed. With the tower waystone completed and the beacon activated, the fog of war around the tower is lifted and tablets can be used to influence adjacent maps as now. The player has the option of meeting the completion condition again (completing 4 maps) and then moving on to reveal the next tower if they wish. It may not have been clear in my initial post above that the player would have some agency in choosing the direction of travel as towers are revealed. Given the need for traversal of the Atlas to target corrupted nexus areas and citadels, that agency is important. It would be fustrating if revealing towers were to persistently take players away from the direction they wish to travel, as could happen if an adjacent tower is revealed at random. Last edited by malcolmbarr#6856 on May 1, 2025, 8:42:04 AM
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