[SUGGESTION] Suggestion list from 9-18-09

As before, instead of making multiple threads, here are my suggestions for today:

1.) When leveling up, let us choose our stats.

2.) When a full set of armor is researched, iron forged for example, and it is available to you, give a button to equip a solder with the entire set rather than going one by one in the troop creation screen.

3.) Give us some way to either store, sell, trade, or break down items of power we find.

  • Perhaps in the palace put a royal treasury.
  • If there is to be a building called a "market" or something, let us put them up for sale, and friendly or neutral people buy them.
  • Let us give them to allies (thinking this might be a 'duh') or our heroes.
  • Give us a way, either through a spell or research, to either give a boost to spell research, or a boost to essence/mana.

4.) In the troop creation screen, make the text smaller for each item, so we can see if it's equipped or not. It often just cuts off.

5.) When you kill an enemy sovereign, have the cities go neutral instead of just disappearing.

6.) Have the AI (I know it's stupid right now, lol) have to obey the same laws you do... which means do not let them pass through your territory without an alliance or agreement, or by declaring war.

7.) If the land is going to be instrumental to giving different bonuses to mining, farming, etc., please put in a "surveyor mode" sort of like MoM's, to see if the land gives bonuses to anything, if any.

8.) Instead of placing shards randomly, have them follow a loose set of rules for placement. IE, fire shards tend to be near hot locations like jungles and volcanoes, water shards tend to be near the ocean or rivers, earth shards near fertile land or mountains, and air shards near grasslands or high mountains. Something like that.

9.) When building the same building type in a city, have an option for simultaneous building, or individual building. As it stands, it's always simultaneous if building the same building type, ie, building four huts.

7,681 views 9 replies
Reply #1 Top

8.) Instead of placing shards randomly, have them follow a loose set of rules for placement. IE, fire shards tend to be near hot locations like jungles and volcanoes, water shards tend to be near the ocean or rivers, earth shards near fertile land or mountains, and air shards near grasslands or high mountains. Something like that.
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I quite like this idea - however it would also restrict the game a bit. If you were on the other side of the map to the only Volcano, you'd never get access to the Fire Shard.

Reply #2 Top

8.) Instead of placing shards randomly, have them follow a loose set of rules for placement. IE, fire shards tend to be near hot locations like jungles and volcanoes, water shards tend to be near the ocean or rivers, earth shards near fertile land or mountains, and air shards near grasslands or high mountains. Something like that.
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How about multiple locations.  Fire Volcano, Desert type terrain

Water is rivers or perhaps swamps, etc.

Reply #3 Top

I think it's better to place the shards randomly and then have them affect their surroundings in world gen.  So I water shard might create a bunch of springs in a desert and spawn a river, earth could create interesting geography or minerals, etc.

Reply #4 Top

What about adjustable research spending/tax rate/citizen happiness levels dynamic? In the games I've played so far, I am always running cash negative because the pop tax isn't enough to cover expenses, and I am unable to decrease research spending levels, or tax the hell out of my population and get them mad at me to get a positive cashflow again... Otherwise they are WRONG because I am having fun with this game already!

Reply #5 Top

Quoting Fetus4188, reply 3
I think it's better to place the shards randomly and then have them affect their surroundings in world gen.  So I water shard might create a bunch of springs in a desert and spawn a river, earth could create interesting geography or minerals, etc.
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Either/or would work, I think.

Reply #6 Top

I think restricting the location of certain shards to geographical features will overly restrict the game. If the locations are restricted, near any starting position, you will be unlikely to have more than one or two types of crystals, which will severely limit the strategic flexibility you have. If you have no fire crystals, and more importantly, no prospect of getting fire crystals, then you have fewer decisions to make. With fewer meaningful strategic decisions, the game becomes less interesting, and essentially becomes a contest of micromanagement.

Good gameplay comes from having interesting decisions to make, which is why Civilization and Master of Magic were so fun - there were so many things to try, so many possible ways to expand, and so many paths to victory. Anything that artificially reduces the number of strategic decisions is something I'd be extremely careful of putting in.

Reply #7 Top

1. YES

2. OR: Just have sets of armor instead of friggin piece by piece?  Of course then you might be able to enchant only one piece of armor per soldier since it's expensive later on?

ALSO:  Havn't actually finished recruiting anyone in a game (Was recruiting a troop of armored guys (200 days) but I would like if the population was reduced per person trained.

Reply #8 Top

I think it's a little premature to talk about army sizes, seeing as the combat in game at the moment . . . well, the developers have said it themselves in how many places now?  It's not fun =)

Reply #9 Top

Quoting Bylak2, reply 8
I think it's a little premature to talk about army sizes, seeing as the combat in game at the moment . . . well, the developers have said it themselves in how many places now?  It's not fun
End of Bylak2's quote

I agree, we are only in the initial build. Keep suggestion on gameplay for later

Reply #10 Top

Quoting lokideath, reply 9



Quoting Bylak2,
reply 8
I think it's a little premature to talk about army sizes, seeing as the combat in game at the moment . . . well, the developers have said it themselves in how many places now?  It's not fun


I agree, we are only in the initial build. Keep suggestion on gameplay for later
End of lokideath's quote

There's only so much I can say on the performance issues for suggestions, like.. "Make it so it doesn't crash when we alt-tab out." :P The suggestion list--which is why I'm putting mine in a list rather than clogging it up with seperate threads for each--is what's occurring to me as I'm looking for bugs to report. I would love to report crashing/performance bugs, but I haven't had any, save for the CTD when alt-tabbing out. I don't think it's ever too early for a good idea. :)