Thanks for the reply. In answer to your first question- its not really a mystery. I am a horrible speller.
Ok then! Although I disagree, based on your posts you seem to be a better speller than the average american. Anyways - is it possible for you to change the title of the thread, though? People will probably take this thread more seriously if Shards is spelled correctly in the title.
I share your concern about a snowball effect (stronger players finding more shards and becomming even stronger) but this will tend to happen with just about any system. If anything, making them harder to find will slow this process down -not speed it up. Also encourages world exploration early in the game.
Point taken. I guess either way it would depend on the details of how its implemented. I think that the two things that should determine a unit's chance of finding a shard should be scouting skill and magic affinity.
-I also understand your concern about introducing frustrating elements. I personally like games with some randomness where I am not fully in charge of everything and, knowing this, making plans accordingly. Mine might be a minority oppinion. That's fine.
I agree, actually. I like a degree of randomness, but where randomness is involved needs to be carefully considered. Good randomness doesn't frustrate me - it excites me. Poor randomness makes me load to a previous save. If I discovered a shard with my giant army of doom, and it all of a sudden deserts - I would load. If I discover a shard and for some reason my troops hand it over to my sworn enemy, I would load. On the other hand if one of my troops discovers a shard, accidentally triggering an appropriate random spell of moderate power (beneficial or detrimental), I'd take the effects into account and keep playing.
-I am sad to hear that the shards may be big unmovable objects on the map. I imagined that the channeler would need direct contact with the crystals. I think it would be neat to move them into big, highly defended wizard towers, or maybe just hide them in an odd corner of the world and use them when the time is right.
I'm glad they're unmovable. If you can hoard them wherever you please, nobody could ever wrest control of a shard away from you. Conquering enemies' shards should be a viable way to weaken them, while strengthening yourself. Another problem with being able to hoard them is that whoever deals the killing stroke will almost invariable gain possession of ALL that channeler's shards. Personally, I'd rather that every invader have the opportunity to take control over said players shards as they take territory.
-ideas on how to hide them on the map? I was thinking of just making them not visible until (whatever the mechanism) they are discovered. At that point they could be visable to anyone who could see that portion of the map.
Yeah. I realized that I was thinking too much about how the shards look in the screenshots in the media section (big and glowy, in large structures) - as in very hard to miss. But then I realized that they're symbolic representations, not to scale, and the structures can be passed off as being built once you find the shard.
Also, I think that some shards should be visible, requiring no exploration - but should be heavily defended, probably by beasts.