zigzag

zigzag

Joined Member # 133481
6 Posts 498 Replies 1,183 Reputation

[quote]If you mean the mental acuity it takes to memorize and repeat a sequence of tasks and to train yourself to do them very quickly, yes. I agree.. After watching a few professional matches of Starcraft for example, everything is decided at the start based on what the players had decided to do.[/quote] Training is certainly a large part of winning a Starcraft match. However, even executing a routinized strategy still requires being able to keep track of a large number of va

24 Replies 16,137 Views

I think RTS games get a bad rap from TBS players who discount the mental acuity it takes to make decisions at the rate that progamers do. That said, Elemental's battles should be TBS.

24 Replies 16,137 Views

[quote]Hardly, genocide is the only end result of a successful green movement. After you cut the food output of the world in half and shut down international trade, over half of the world will be dead within a year. It's the "in" thing.[/quote] I hear that the ICCC starts with a ritual blood sacrifice.

54 Replies 184,017 Views

Keep it simple. Attack/Defense/Movement/Hit Points/Resistance, no bonuses for directional facing, no morale/stamina system. Damage may be an additional statistic or related to attack. It doesn't really matter. Both systems work fine. Complexity should come in the form of passive (immunities, first strike/negative first strike, etc.) and active (attack-like, etc.) abilities like HoMM or AoW or MoM. No need to turn this into Civil War General.

208 Replies 742,500 Views

[quote]I strongly oppose these suggestions as a horrible waste of developer resources, and as a boring attempt to be political correct whatever the cost.[/quote] Is this ironic? If not, the OP isn't making an argument for political correctness... but for sales. You do support Elemental's making more money, yes?

102 Replies 251,897 Views

[quote] Alas, I must learn to become less of a sesquipedalian if I'm to communicate in here. Shame, I am fond of my floundering writing.[/quote] Alas. [e digicons];P[/e]

20 Replies 83,163 Views

My thanks for thy introduction. Butt - if my eyen be true - methinks thou hast not learnt the modern virtues of simplicitee and economee of speech . [quote] Hm, I didn't particularly mention religion because I thought the matter was a no-brainer. I cannot possibly imagine how c

20 Replies 83,163 Views

Infocards don't work that way. They pop up when (and only when) the user mouses over particular objects. Infocards disappear when the user moves her cursor away. Changing this function of infocards ruins their purpose -- to provide a maximum amount of information to the player, without filling the screen with the UI. Anyhow, the solution to this is relatively straight forward. Give the Elementopedia a button on the main UI, and have it automatically display the page of the currently-s

15 Replies 59,892 Views

Of course, on the other hand, certain bees surround those wasps and raise the air temperature to lethal levels by beating their wings. And so the example turns back on itself. [e digicons];P[/e]

69 Replies 191,819 Views

[quote]Imagine a UI for the allocation of workers in a city. Show a picture of a city, icons showing what buildings are in that city that the player built, and a line of people underneath the city representing the population. You have icons for a Blacksmith, a Farm, and a Horse Breeder because you built those in that city. Now you select the population units and drop them in the associated buildings to allocate workers thus producing things from those buildings faster. This kind of Graph

18 Replies 55,490 Views

[quote]Morale & Fear effects are very different in the various strategy games [Like you've said in HoMM the units won't attack if their morale is broken...while in other games the given unit will rout/flee if it's morale is broken or the unit is feared for example], but I guess we agree: There needs to be a morale system in Elemental.[/quote] Not so much: I don't think the game [i]needs[/i] a morale system, but if it does, it should be a HoMM/KB/AoW-s

42 Replies 84,066 Views

[quote]Zigzag was being ironic; none of those really had morale such that you could win a battle by routing the opponents.[/quote] This is correct. It was ironic. Morale/fear in HoMM and King's Bounty is a modifier which controls the frequency at which units attack. It's controlled through artifacts, hero skills, and unit affiliation; not wins/losses. It's more of a mechanic which happens to be called morale, than an attempt to actually model something like battlefield morale. I menti

42 Replies 84,066 Views

[quote]... the morale system is an important gameplau element of the better [fantasy] strategy games.[/quote] Like King's Bounty? Heroes of Might and Magic? Disciples? Or, on the RTS side, Warcraft?

42 Replies 84,066 Views

I'm not accusing you of being sexist. I only claimed to be surprised because posts that begin with 'hey, maybe women should be more than eyecandy' usually end up with very different conclusions -- hence, my comment about its irony. Insisting that 'that's the way things really are', 'you don't talk about the men', or even 'you shouldn't have been surprised' doesn't change that I was surprised. If I were interested in spreading some social agenda, I probably would have spelt women wit

58 Replies 37,338 Views

[quote]... your argument could have a weight (currently none) if you were also to complain about how we exploit thousands of people to do our will, forcing them to die in our name in battles they don't care about, forcing them to work non stop, bend the nature to fit our needs without caring about the enviroment and all that stuff.[/quote] Whoa there, easy with the troll emoticon. You're reading [i]way[/i] too much into my comment. In any case, if I were to make an argument about

58 Replies 37,338 Views