March 14 quickie video

By on March 14, 2012 9:06:09 PM from Elemental Forums Elemental Forums

Frogboy

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March 15, 2012 5:09:40 PM from Elemental Forums Elemental Forums

Try opening it in a new tab or window. 

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March 15, 2012 5:13:31 PM from Elemental Forums Elemental Forums

I can see it now, thanks.

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March 15, 2012 5:38:05 PM from Elemental Forums Elemental Forums

thanks for tha vid, lots'a good stuff

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March 15, 2012 6:30:31 PM from Elemental Forums Elemental Forums

I like the differentiation in weapon types, but not sure I like how you're doing it.

 

If you are willing to throw in some complexity- one suggestion:

Have techs in the warfare tree that give access to certain promotions if using certain weapons.

 

These would also be champion promotions, open to all classes , path of the mage lowers their odds, path of the warrior increases the odds.

Maybe some Dredmor-like stuff like Dwarven Handshake

 

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March 15, 2012 6:38:12 PM from Elemental Forums Elemental Forums

Nice changes to the weapons - Swords can counter-attack, Axes get a backswing, etc. This has the potential to make weapon choices really matter - i.e. it may be better to place swords in the front to take the initial blow (as they get a counter-attack).

I also like the changes to the early game tech tree that give advantages to selecting a resrouce path based on the resources that are close by (crystals, metal, etc.). Nice refinement.

Are you considering city improvements that affect the tactical battlefield used when attacking that city?  Build a moat (requires adjacent river) and you get a tactical battlefield divided by a moat and a narrow bridge. Build defensive towers and get immobile catapult or scorpian units.

 

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March 15, 2012 7:25:59 PM from Elemental Forums Elemental Forums

For some reason it worked when I opened it in a new tab (now I feel stupid for not trying that ). TY sean, I think the changes sounds promising, is there

any changes to staffs? - or are they considered spears? .

Sincerely
~ Kongdej

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March 15, 2012 7:34:04 PM from Elemental Forums Elemental Forums

I was trying to open it in a new tab when I posted that I couldn't see it.  So I think it really was unavailable for a while.

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March 16, 2012 5:20:15 AM from Elemental Forums Elemental Forums

I have thought about it some time today, and I think there are 2 problems with units having a defence bonus before their first attack:

It makes approaching archers too easy, as they lose their advantages of shooting first.  It could be rebalanced by giving archers more attack power, but then, it will create many other problems, as they will destroy units already engaged in melee (while it should be much harder to hit someone already in melee in case you mind spraying your friends with bowfire).

 

To compensate, it would now be possible to use meatshields that do not attack at all to protect your archers to keep their defensive bonus while the archers slaughter the opponents, which would be weird.

 

I think a better fix would be to decrease an unit accuracy if it has moved before, that would solve the kiting problem too (archers running back and shooting to get 1 more shot before melee).

 

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March 16, 2012 8:06:47 AM from Elemental Forums Elemental Forums

Quoting DarkGaldred,
I think a better fix would be to decrease an unit accuracy if it has moved before, that would solve the kiting problem too (archers running back and shooting to get 1 more shot before melee).

This.

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March 16, 2012 8:22:52 AM from Elemental Forums Elemental Forums

Good idea.

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March 16, 2012 9:43:56 AM from Stardock Forums Stardock Forums

Quoting Edwin99,
Nice changes to the weapons - Swords can counter-attack, Axes get a backswing, etc. This has the potential to make weapon choices really matter - i.e. it may be better to place swords in the front to take the initial blow (as they get a counter-attack).

I also like the changes to the early game tech tree that give advantages to selecting a resrouce path based on the resources that are close by (crystals, metal, etc.). Nice refinement.

Are you considering city improvements that affect the tactical battlefield used when attacking that city?  Build a moat (requires adjacent river) and you get a tactical battlefield divided by a moat and a narrow bridge. Build defensive towers and get immobile catapult or scorpian units.

 

Or perhaps a Wall that surrounds the city that the attackers will have to break through (or Fly,Tunnel, passwall) through to get to the defenders. Perhaps the defenters can man the walls and get a defense bounus. You could have gates as well that mey be a little easier to break through than the walls. Catapults and battering rams would be great for this. Also you could have several abilites/spells that will help get pass the walls and/or support the Walls/Gates.

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March 16, 2012 9:48:21 AM from Elemental Forums Elemental Forums

I have to say, I have mixed ideas about the changes to weapons.  The changes are nice to make troops more interesting...but it makes champions less so.  The abilities like counterattack were things that were gained through leveling and in some way, made champions unique both compared to soldiers and other champions.  And this compiles on a much bigger problem. Gear is far more important than the person who is using it.  Champion stats, abilities, levels are all smoke and mirrors.  Because their power is derived from their gear, they are all interchangeable.  

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March 16, 2012 12:46:50 PM from Elemental Forums Elemental Forums

I am a bit concerned that Champions will still seem unique and powerful. Guess we'll see how things are looking when we get the next beta release. When is that set to be released again? (hint, hint)

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March 16, 2012 8:41:13 PM from Elemental Forums Elemental Forums

Quoting Lord Xia,
I have to say, I have mixed ideas about the changes to weapons.  The changes are nice to make troops more interesting...but it makes champions less so.  The abilities like counterattack were things that were gained through leveling and in some way, made champions unique both compared to soldiers and other champions.  And this compiles on a much bigger problem. Gear is far more important than the person who is using it.  Champion stats, abilities, levels are all smoke and mirrors.  Because their power is derived from their gear, they are all interchangeable.  

Would be nice if these abilities were trainable traits instead of weapon abilities? jjust speculating, and agreeing with you .

Sincerely
~ Kongdej

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