Author Topic: Goblin Storm  (Read 523 times)

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Offline spelk

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Goblin Storm
« on: December 01, 2017, 11:04:59 AM »
Fantasy Operational wargame...

http://ns2games.com/



coming to beta soon...

http://store.steampowered.com/app/713840/Goblin_Storm/


Online bob48

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Re: Goblin Storm
« Reply #1 on: December 01, 2017, 11:27:29 AM »
Looks like it may be fun.
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Offline mirth

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Re: Goblin Storm
« Reply #2 on: December 01, 2017, 12:13:05 PM »
Sounds better than Geostorm
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Offline Moreb

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Re: Goblin Storm
« Reply #3 on: December 01, 2017, 07:48:07 PM »
Sounds better than Geostorm

and Goblin Porn

It may be decent? I don't see any kind of zoom though and the unit mix shown seems limited. There is certainly room for a good op level fantasy game but I hope for one with magic and artifacts etc. Something more than just skins. I hope this delivers.
« Last Edit: December 01, 2017, 07:51:18 PM by Moreb »
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Offline jomni

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Re: Goblin Storm
« Reply #4 on: December 01, 2017, 07:56:14 PM »
Fantasy Medieval wars with front lines?

Offline Zulu1966

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Re: Goblin Storm
« Reply #5 on: December 02, 2017, 04:43:26 AM »
As I recall these guys were building an operational WWII war game...then suddenly this appeared. Maybe a test of the engine and to get some cash from something less complex.
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Offline Moreb

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Re: Goblin Storm
« Reply #6 on: December 02, 2017, 07:55:57 AM »
As I recall these guys were building an operational WWII war game...then suddenly this appeared. Maybe a test of the engine and to get some cash from something less complex.

I'm failing to see how this will be a viable project. I wonder will there even be a supply model? While the map does look good I'm afraid this will be just a generic wargame with fantasy skins. If the draw is some random monsters to harass wandering units then imo, the game should have stuck to real world situations and historical units. More info is certainly needed.

I'd like to know about:

Supplies
ZoC's
Special abilities
Maps (how many and random?)
OOB's
Economy
Controlled territory

Is there any there there?
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Offline Rayfer

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Re: Goblin Storm
« Reply #7 on: December 02, 2017, 10:54:35 AM »
As I recall these guys were building an operational WWII war game...then suddenly this appeared. Maybe a test of the engine and to get some cash from something less complex.

Here it is...CAOS.  http://ns2games.com/node/213252

Offline Xenophon

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Re: Goblin Storm
« Reply #8 on: December 06, 2017, 03:04:52 PM »
As one of the developers on Goblin Storm I'd be happy to answer all of those questions!
As I recall these guys were building an operational WWII war game...then suddenly this appeared. Maybe a test of the engine and to get some cash from something less complex.

Goblin Storm is based on an improved version of the engine we used for CAOS. As Zulu has quite accurately surmised, Goblin Storm is intended to be simpler with broader appeal. Something quick and fun for hardcore strategy gamers that can easily be played alone or coop, but with a broad enough fantasy appeal to be fun and engaging for more casual players as well. If Goblin Storm works and there is enough interest, we will happily both pursue expanding Goblin Storm by adding new OOBs, as well as features, and take the lessons we've learned from it (many relating to the AI) and produce an updated, slicker, version of CAOS.

Before I get into specific questions, a quick note on the game design as a whole. Scenarios in Goblin Storm are 20-30 turn (in game days) long engagements. Intended to be playable in an hour or two with relative ease. The defender(s) create their kingdoms, but in the standard game mode they do not know what the attacker's objective is. So gameplay revolves around both fighting the battle, and the Goblin attacker attempting to conceal their true objective. At the moment there are 4 objective types, 3 different types of raids with different target priorities and 1 full scale invasion.


I'm failing to see how this will be a viable project. I wonder will there even be a supply model? While the map does look good I'm afraid this will be just a generic wargame with fantasy skins. If the draw is some random monsters to harass wandering units then imo, the game should have stuck to real world situations and historical units. More info is certainly needed.

I'd like to know about:

Supplies
ZoC's
Special abilities
Maps (how many and random?)
OOB's
Economy
Controlled territory

Is there any there there?

I would be happy to answer all your questions. My response will be a bit on the long side, so I'll nest it inside a spoiler.
Spoiler: show
Supplies: Supply is currently disabled for simplicity sake. (though the old supply code from CAOS still exists, so it could be added in the future if people want it.)

ZoCs: ZoCs work fairly traditionally. Regiments of 2 or more companies exert a ZoC that enemy units can not move through. Single companies on the other hand do not.

Special abilities: Along the lines of hero abilities? Currently no.

Maps: 4 in the present beta, with 1 more completed and awaiting implementation, another currently being painted. Maps can be produced fairly easily so we will release more as time permits.

As for how random. The defender is given a randomized allotment of towns, villages and castles and places them at their discretion. The Goblin attacker's starting zone is randomized. The terrain on the maps themselves is pre-made, but the position of almost everything on them changes from game to game according to the wishes of the player.

OOBs: 5 in total. 3 Goblin, 2 Human.
Each OOB is designed with a specific playstyle in mind. I will go through them very briefly.
Goblin OOBs:
1) Gothrang Tribe: Specialize in wave tactics and excel in rough terrain. Most of their unit types are light infantry so they really shine in rough terrain, mountains, forests, ect.
2) Gudhered Tribe: Combined arms force, mixture of heavy/light infantry, troll shock troops and lancers with small amounts of ranged troops to round them out.
3) Werchered Tribe: Virtually entirely mounted, lots of shock cavalry, lancers and mounted archers. Think wolf mounted Mongols.

Human OOBs:
1) Helsatian Empire: Emphasizes heavy cavalry, and lots of it. With a mixture of heavy infantry and crossbows. Very few light troops, and very poor levies.
2) Kingdom of Westdale: Strong heavy infantry, some heavy cavalry, plentiful archers. Supported by better than average levies. As well as a fair number of high quality recon units with a knack for asymmetric combat.

Economy: Economy is based on where the defender places their towns/villages at the start of the game (adjacent terrain types impact the stats of tows/villages). The better the economic strength of the kingdom, the more starting gold points you get.

Controlled territory: Depends on the objective type. In the invasion gamemode the Goblins attempt to seize and capture settlements/fortifications. In the 3 raid objectives they just pillage, torch and move on.


Goblin Storm is an experiment. The beasts are certainly an interesting aspect of the design but they are not the primary draw of the game. Our goal is to create a fantasy operational game with plenty of attention to detail, like the differential impact of terrain on different unit types, different types of battles (pitched battles and skirmish). While also making a game which is easily played coop with a friend or against the AI and can potentially appeal to strategy gamers, without being completely inaccessible to a more casual market. As my programmer colleague told me at the start of the Goblin Storm project, compared to CAOS: "This time, let's build a Panther, not a Maus."

If anyone would like to give it a go and see what you think, I would be happy to hand out a few beta keys

Offline Jarhead0331

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Re: Goblin Storm
« Reply #9 on: December 06, 2017, 03:27:43 PM »
Sure...I'll give it shot. Thanks for the offer.
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Offline bbmike

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Re: Goblin Storm
« Reply #10 on: December 06, 2017, 04:16:05 PM »
Yeah, I would too. Would we be allowed to post impressions?
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Offline Xenophon

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Re: Goblin Storm
« Reply #11 on: December 06, 2017, 04:44:28 PM »
Certainly, feel free to post impressions we aren't going to make people agree to some silly NDA  ;) I will make sure to send beta keys to both you guys on Friday morning (pacific standard time). The one thing I will warn you about in advance is that the tutorial messages are not in yet but there are tooltips to explain most things. We will try to get the tutorial messages in for the next beta build.

And as always, if you have a voice chat server I am always happy to pop on to hear thoughts and recommendations.

Offline Xenophon

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Re: Goblin Storm
« Reply #12 on: December 08, 2017, 11:35:27 AM »
Beta keys sent. For anyone who is interested in a bit more in-depth information on Goblin Storm, we have started to post our dev blogs and faction introductions, as well as a weekly development road map to the Steam community hub for the game to help fill in the information gap: http://steamcommunity.com/app/713840/allnews/