Forge Of Destiny Game & World
January 8, 2018 by dignity
Welcome to an exciting interview with Pavel Popov of New Destiny Games to talk about the interesting and weird world of Forge of Destiny.
This exciting Sci-Fi wargaming brings worlds together in which humans attempt to civilize a new community in deep space. With randomly generated terrain, you can turn your small skirmish games into advanced worldly engagements. Not to mention bringing your pet worm along for the journey.
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Are you ready for some Sci-Fi goodness?
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That sounds like an interesting game. I think that was one of the first interviews I’ve seen that Justin wasn’t leading the discussion. Pavlov certainly has a lot of enthusiasm. The models look nice. I’ll keep an eye out for this.
Thank you very much =) Although there’s a small typo – I am Pavel Popov, so Pavlov is an “Arnold Schwartzenegger-Red-Heat-style” mixture)) BoW studios and people are very inspiring, and its hard not to get even more enthusiastic about the project – even the environment itself there supports new developers – so many new ideas brought into life and models on these countless shelves =)
Apologies Pavel! Miscommunication with the editing team!
It was fantastic to have you over and I hope everyone at home can feel just an ounce of your awesome enthusiasm for Forge of Destiny 😀
Az
The command and control mechanics sound really interesting. The random nature for units without orders does give me pause. Seems like a unit would try to choose the least bad option rather than just a random order. Tailoring the options to each faction is a good idea. Not sure I’m a fan of the 2D boards but the random battlefield generation is interesting and should make for a quick set up. The minis are okay. They’d be improved with more dynamic poses. I do like the artwork though. The quick playing time is a major selling point. I’m not sold… Read more »
Thanks for your feedback =) Its not as random as it may sound. Each instinctive reaction chart is very much dependant on the type of unit and faction. A FALCON gunner is likely to try and gain elevation or cover, a Brakkan is more likely to engage in melee and so on and so forth. Further divisions are made on a unit-per-unit basis – melee units are likely to try to engage or close in, while shooting squads would prefer to stick in cover and blast away or turn tail and flee from a close-combat squad coming their way. There… Read more »