I think the range could be the same or shorter. Thrown weapons should have very short range. The problem is more the high movement of most units. I think average infantry should have a move of 2. This should only rarely increase. That would give more time for ranged attacks and maneuver. I currently use knives for weaker supporting characters or injured characters.
Goontrooper
I like the rough terrain bonus for Parties. This would make them more mobile than Armies and is very characterful. There are lots of Traits that could come from this system. For example, a unit could be designed with a Police / Guard trait that reduced unrest in cities. These units would be great for occupied cities or heavily oppressed home cities. I would also like to see a return of options when we capture a city. Let us Raze it, ga
Thanks for the response. I think Parties would be better for immersion because they would be more in keeping with the 'Strategy Game in an RPG World' concept. It would improve gameplay by giving a clear role to Champions vs. Units, and would also help to balance quests. It is much easier to balance a quest against a group of Champions than a huge army of mixed Champions and Units.
I sometimes feel like a bit of a broken record, but there is something that I have been wanting since the WoM Beta that I think would be of great help to FE. Some of the biggest gripes on the forums have been related to the balance and purpose of Champions and Units. Under the current system, you don't need units, at all. Champions are almost always more effective, cheaper, and faster to build up than armies. Armies do nothing that Champions can't do and often do better, for less time
I really like the idea of unlocking traits based on equipment. I also remain a fan of more unique faction abilities, including traits. However, I am less enthused about the exclusive trait categories. I would rather just balance the traits and give players the ability to decide. If I want an all out offensive glass cannon, I should be able to do that. It just needs to be balanced so that that a unit like that is not always the optimal choice.
Thanks for continuing to take the time to do stuff like this. So far the beta is going great, and I feel like the team has been responsive to most of the major, fixable issues that have been talked about. I already like FE, and there is hope for it actually being a great game that can really stand up to other genre favorites.
Good, thoughtful feedback. However, if you think they are just going to throw out all the lore at this point, you are really going to be dissapointed. It is too oate in the game to discard all of that. FE already does a much, much better job presenting the lore and making it interesting, than WoM ever did. That said, there is still tons of room for growth in that area. I think presenting the lore more effectively through quests, events, and gameplay differences is the way to go.
I agree with the OP on the need to balance champions, units, melee, and spells. I think that this can be improved without too much difficulty, it is mostly a balance issue. [quote who="taltamir" reply="4" id="3066258"]I agree with the OPs criticisms but not his plan of improvement. (except the 1 hit 1 kill plan, that is good idea) I think the first step is to take the sovereign off the battlefield. Age of wonders had the right idea about how to do that..
I've been asking for this since the WoM beta. I like your ideas here. I think the goal should be to make the quests feel more RPG-like. It would be great to have options like the ones youdescribe. It would be even better if there were more Multi-part quests and better still if all Champions in the party could participate, RPG partystyle. Example: Your party of 4 Champions enter a dungeon quest tile. You encounter a trap can try to bypass it using your Path of the As
I think there should be an element of risk. At most, maybe just a weak - medium -strong rank.
Here is one I haven't run into yet. In my current game, I am on Season 36. I ended the next couple turns, and suddenly the entire world map was revealed, no fog of war. Unless this is some spell that some AI cast, seems like a fairly big bug. If it is a spell cast by an AI, there should be a pop-up or something to indicate what is happening. This can be reproduced within my current game. Save file can be found at: <a href="http://www.m
Some valid points here, but difficulty is also largely impacted by the AI. Right now it doesn't seem all that aggressive. Brad will be working on that, and it is his main priority so it will get lots of attention. Facing a stronger, more agressive AI will force the player to make harder choices.
Good ideas. I like the idea of giving outposts more purpose. The main thing would be to keep them from becoming mini-cities. If we add too many features they will become too complicated for what they are. I say a vision boost, zone of control / influence, and a small boost to defense and trade. At most, an upgrade choice between military and economy. If we ever get sieges, they could act as small walled forts.
I think it is fine now. I like the classic 'guns or butter' split, but I also like that there are some cross over techs such as black smithing.
I agree, better traits for city management would be great. Right now I have no incentive to keep champions home. This could also tie back into champion stats. It would also be great to tie quests and events into this to give champions in cities something to do.
Some good points here. I think larger maintenance coste and more trade offs is the easiest fix. As others have said, if a building has no cost or trade off, it is a no-brainer and should always be built, which is a bad design. I think one of the best ways to make cities more interesting aimportant is to tie the quest and event system to them. I have been arguing for this since he WoM beta. If I build an inn, it should generate quests. If I build a market, it should gene
The lack of a penalty for 'death' in a winning battle is a problem and does make champions much more powerful and useful. I also would like this to change. There should be a chance for injury and death, but also healing and resurrection spells. If you think champion death is a problem, just look at the Total War series, for example. It works fine there. Consequences are a good thing, as long as they are fair. Treating your unique, special champions like ca
[quote who="DexCisco" reply="4" id="3062201"]I think that the different buildings were meant to be the means of specializing a city to be a population centre or a production centre or a magic centre. I don't know how well that works, as it seems people still just build one of everything. They just decide which one gets built first. City specialization and development needs work.[/quote] Yes, but maintenance costs help with that. You can tank your e
[quote who="Femmefatal48" reply="2" id="3062063"] Stupid ideas. This isn't the Forgotten Realms and that stupid combat engine "attacks of opportunity". Tactical battles are nice the way they are now. Don't need to go mucking them up with silliness or making them more complicated or long and drawn out.[/quote] You could have the best ideas in the world, but I would choose to ignore them due to your poor attitude. People have been askin
I agree that limiting the number of caravans can help, and this number could be modified by city size, techs, buildings, etc. however, without a good UI for trade, the main problem wouldremain, especially for large empires and large maps.
Agreed. Current system becomes a nightmare as the game goes on, especially on larger maps. I think Sword of the Stars had a great trade system, although some disagree. Basicallyyou have trade sectors and could assign freighters and escorts to each sector. Sometimes random raiders would attack a sectoracne prompt a battle. We could do something like that in FE. It would be easy to manage from a single screen, and would not force us to micromanage caravans or guards, and
Wow I forgot about this too! I'd love to hear from the team on this since it was talked up during development. I don't know if we really need it. My guess is that it was found to be unneeded complication.
Ok, I have completed the tutorial and played a bit of sandbox. So far...wow! This is so much more stable, complete, and FUN than the WoM Beta. Heck, it is better than WoM 1.4 BY FAR.I have yet to experience a crash or serious issue. Just minor stuff like a few missing tooltips. I'm sure there will also be a great deal of balancing ahead as well. My first sandbox game did seem a bit slow. I think that may have been becaus
Can't wait to get home from work! It's in my account and ready!
No offense to the OP or Xia, but I don't think it is right to single out anyone in the community for special treatment. How do you draw the line? Someone with as many posts as Xia? 10 less posts? What is fair? Xia didn't buy during Beta. Nothing wrong with that. Also nothing wrong with giving first access to those that did. Fair is sticking to the schedule Stardock has given us. No one is entitled to anything beyond that, as Xia himself po