I love it when games start out with a challange. I am not as big of a fan of the 'exponentional growth factor' that many games have where as you put it 'The growth of the empire could be traced back to those first few decisions'. Sammual
Sammual
That sounds great. It sounds VERY ambitious. I have a question about the 'Training' component of unit creation. I've noticed from the screenshots that all units have level ratings. Would the 'Training' component cause the unit to start at a higher level or would it just increase the base stats of the unit? Sammual
I would love to play a game now and then where it felt like I and the other wizards were the underdogs, attempting to create civilization out of the wilderness. Sammual
I perfer worlds that are tubes (They wrap east to west but not around the poles) Sammual
[quote quoting="post"] I believe games should require permanent tradeoff decisions. The most fun is when you have to make a tough branching decision on a path for example that closes down other options. But the idea of choosing a path that eliminates other options, I think makes a game more interesting. [/quote] The best games are the ones full of meaningful choices. Having some choices be mutualy exclusive makes these choices harder and re
No. See https://forums.elementalgame.com/329390 Sammual
It looks like everyone wants the Demon at the bottom of the dungeon to come out every so often and kick some tail and go back home with even more loot. Sammual
With 'Personal Magic Power' as your main limiting factor in the game the 'you die and it's over' mechanic is the only one that makes sense. Every time you found a new city, create an artifact, empower a hero you make yourself that much weaker. If you could come back as your self or an apprentice the choice of weather or not to weaken yourself to empower a hero isn't as meaningfull. Sammual
I think that all factions should have 'Standard' and 'Special' units. Standard Units would be Spearman, Swordsman, 'Basic Ranged', 'Basic Mounted', Catapult or Ballista, and 'Basic Caster'. Special Units would be unique to each faction, like Paladins, Unicorn Riders, Giants, Cannons.... If you took over a factions town you could build all of thier Standard units but not the Special units. Simple, easy to code (More time for cooler stuff), and it keeps each fact
[quote who="vieuxchat" reply="7" id="1929943"] Maybe we're not talking about the same thing. I'm not talking about availability, but research. If I take only 3 books of nature I think i can't cast better spells than the level 3 in nature. [/quote] We are talking about different things. In MoM if you took one White book you could CAST any White spell. You had the ability to research 1 Rare Whites spell, 3 Uncommon Whites spells, and 5 Common White spells.
Cheap easy way to keep persistence between missions; 1) Your Score on the mission is very heavily based on how fast you finish it. 2) The opponent's forces for each mission are not static, they get a force equal to what you bring into the mission from
It has already been stated that if your avatar dies it is game over for you. I like it that way. Sammual
It sounds like your personal magic power is the major limiting factor in the game. You have to balance your spell casting strength vs the power of your heroes vs your city expantion vs (other things you can do with your personal magic power that we don't know yet). I like the concept a lot! Sammual
I'm in. I can only do programmer art but I'm sure I can talk my wife into doing some artwork for me. Sammual
[quote quoting="post"]While Elemental comes with two races -- Men and Fallen, each of these races are split into 6 factions each (12 total). Each of these factions has its own technology tree and own spell book to make each faction play very very differently. [/quote] Are the faction spell books mostly different in theme (Ice DD spells vs Fire DD spells vs Both Fire and Ice but less damaging) or substance (No DD spells vs no Healing spells vs no Summoning spells)? S
I'm with both of you. The PvE was a big part of MoM and was missing in AoW. Brad has talked out the dungeons so we know there is some PvE, I just hope the PvE is rewarding enough that it can act as a buffer between players. Sammual
Would I be correct in assumeing that we can agree on the following? Random helps replayability. Random that removes player choice is bad. With both a random map generator AND a map editor I would say it is safe to assume that replayability will not be hurt by 'Stale' maps. My concern is replayability due to 'Stale' tactics. I'm going to go back to Starcraft again as it is a GREAT game and when it came out I was a top player. I played Starcraft
If I remember correctly Brad talked about wanting an engine and spell system that could alter the world. I read his comments as spells that could alter the terrain (Including passability). Sammual
[quote who="vieuxchat" reply="16" id="1927264"]Yep but where is the fun when the game oblige you? It should be a choice for the player, not something your comp' decide for you If I want to not use the heal spell then it should MY choice. Random elements should be kept to the map, other players etc... Not the core system. I also hate the level up system in heroes of might and magic (and I do love that game), somtimes you can't make the hero you like cause the game never let you choose the spe
I am all about #6 and #7. I love Multiplayer games but 85%+ of the time I play against just the computer so having a strong AI is a big plus for me. Sammual
[quote who="vieuxchat" reply="8" id="1926910"] Yeah .. the average player ... *sad* The morale system could be semi-transparent. And instead of having numerical values you would have a general indication of their attitude "brave" "fresh" "exhausted" etc.. and any mix of them (you can be brave and exhausted or fresh and coward). The total war series use that system and it doesn't scare the "average player"[/quote] I would love for the combat system
[quote who="vieuxchat" reply="13" id="1926887"] Quoting Sammual, reply 1 2) Random / Semi-Random spells - One of the things that made MoM so replayable was the Semi-Random spell selection. There wasn't a perfect Army setup for each stage of the game. You may not have Flaming weapons or Bless every game so you had to make do with what you had. Sammual But I hate the idea 2. For me that was the only flaw to MoM. I hate it when it's random. More
[quote who="BoogieBac" reply="7" id="1926606"] Personally, I'm really hoping for 'rpg-like' hero-controls -- leveling, equipment, etc etc -- to go right next to my large-scale TBS fun. Yes and yes. [/quote] Have I mentioned lately that I love you guys? Sammual
[quote who="vieuxchat" reply="5" id="1926561"] Really different unit sizes is a good thing. Moreover unit size should also have an impact to the ruleset (like a morale bonus, a stomping options or things like that) I really hate chessboard like maps. But it's just the fact that I played so many wargames with hexagones that I feel acustomed to it. A chess-map has a flaw the : diagonal move. You spent too much move points when you just want your unit to go diagonaly, an