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With Frozen Hearth Immanitas Entertainment is looking to shake up the world of strategy games later on this year. With an enticing storyline set in an original Dark Fantasy world, the game combines fast-paced RTS action reminiscent of League of Legends with RPG elements, allowing players to improve and customise their characters. Players take control of a hero of the bellicose Danaan peoples and jump right into the action. The Danaan homelands are being threatened by strange ice demons who are transforming everything into an ice desert. Being confronted by such an overwhelming enemy force the Danaan’s only hope of survival is flight. Using their tactical cunning players must build and command their forces, train heroes and use dozens of skills, spells and items. The game is split into 3 Acts with 18 varied missions which can also be played co-operatively with other players. Beyond the story experience strategy fans will also be able to jump into frantic and epic multiplayer battles.

Post news Report RSS Game Types described

We thought you would like see the new game types that will ship with Frozen Hearth. These are really the core of the multi player gaming experience and we are excited to share them with you.

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Frozen Hearth has as very flexible RTS framework that was build from the ground up by our developers to enable multiple game types. Frozen Hearth will ship with the following game types and we thought we would take the time to explain them. When we designed Frozen Hearth we wanted to be able to provide many game play modes and hopefully community maps and modifications, although we haven't created all the tools yet we have created many game types for players to enjoy.


Skirmish

Be the last player or team of players to have a stronghold still standing. The map will have resource nodes and be a fairly typical sort of RTS game – build a base, collect resources, amass an army and destroy opponents. This game type can be team-based, or every person for themselves.
Win Condition: Be the last team standing.
Lose Condition: When a player's stronghold is totally destroyed.


Attrition

This game type requires that players manage their forces carefully. Players are given a finite amount of ‘tickets’ (determined in the game settings panel in the lobby) - these tickets are lost whenever units are killed by the enemy. When a Player’s tickets are reduced to 0, that player is defeated and removed from the game, regardless of how many Units they may have remaining. This game type can be team-based, or every person for themselves. Players are given a single resource-type (currently labelled ‘coins’) with which to purchase Units, Structures, Research, etc.
Win Condition: Be the last team standing.
Lose Condition: When a player’s stronghold is totally destroyed or they run out of tickets.


Assassination

The objective of this map-type is to assassinate the Avatar of the opposing player/s. The map can have resource Nodes, and play exactly like a ‘Skirmish’ map. This game type can be team-based, or every person for themselves.
Win Condition: Be the last team standing.
Lose Condition: When a player’s stronghold is completely destroyed or their team has lost an avatar (x) times.

King of the Hill

This game mode requires players to lay claim to strategic points on the map, as soon as a team has control of more than 50% of the strategic points a countdown timer begins.
Win Condition: Hold the more than 50% of the strategic points for (X) cumulative time.
Lose Condition: When a player’s stronghold and army is completely destroyed.

Crucible

This map is based more firmly in the ‘Action-RTS’ genre, and accordingly designed to function in a similar manner to DoTA and its clones. This game-type only functions with a single purpose-built Map, which will be a 4 vs 4 or 2 vs 2 map. The ultimate object of this game-type is to destroy opposing Strongholds/Glaciers. In this map there are Towers, which each side controls an even number of at the start of the map. The players must first destroy and then ‘capture’ these turrets, like a resource node. When the turret is captured, it joins that player’s team, and spreads/removes Ice, just like a resource node. There is a single resource-type h to purchase Units, Structures, Research, etc Players earn more ‘Coins’ by killing enemy units, and there is a slow ‘trickle’ of ‘Coins’ provided by the Stronghold.
Win Condition: When all opposing Stronghold(s)/Glacier(s) are destroyed.
Lose Condition: When a player’s Stronghold/Glacier is destroyed, they are removed from the game.

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