TheOtherHorseman

TheOtherHorseman

Joined Member # 2408546
0 Posts 45 Replies 88 Reputation

[quote who="Martimus" reply="111" id="3126553"] Quoting TheOtherHorseman, reply 107 I can understand the desire to want to preserve the current mechanic because it allows for better defense of resources and chokepoints, but I think that says more about needing better mechanisms for defending resources and chokepoints than it does about needing to maintain the current city construction system. So you are saying that we should get rid of the mechanic we have that works fine

128 Replies 383,511 Views

Once, I was pretty excited about placing buildings on the map. The excitement faded when I saw the end result. Individually, the city buildings/improvements are well-put together and attractive. At the end of the day, though, a large city looks confusing rather than bustling. It is just a series of intricate and different looking buildings sitting next to one another with no meaningful connections or visual continuity. Rather than being connected by streets and wandering pedestrians, it is a

128 Replies 383,511 Views

Regardless of the quality of the suggestion itself, I think this is an example of a bad idea for an fallen enchantresssuggestion because it proposes making a major chance to a core mechanic, essentially ditching it altogether and replacing it with something else. I think the beta is more about finding ways to make the bath water smell nice, not throwing the baby out with it.

33 Replies 129,346 Views

[quote who="CdrRogdan" reply="25" id="3075123"] Quoting Goldseeker, reply 1IMO governor path should be removed from the game, as making it viable will force you to have governor in every city, which is no fun at all. I think that the better solution would be adding "when stationed" bonuses on number of perks in other paths. Interesting that no one seemed to notice this reply. Goldseeker makes a pretty good point. Just playing devil's advocate here, b

39 Replies 11,794 Views

Enchant Blood Thrall - the caster plucks up a random peasant and infuses them with death magic to make them utterly loyal. The potent magic in their blood is unleashed when spilled for the benefit of the caster or other allies. Ability - potent heal spell that either kills or seriously wounds the blood thrall, essentially making them a bipedal health pack Add an odd hue to a peasant model and your good. For added coolness, make the spell require a city as target

39 Replies 103,585 Views

I said it during WoM ideathons and I'll say it now: I absolutely want to be able to train and equip my useless allies to make them less useless. By the time I go through the hassle of finding the appropriate lair and get the techs, the random schmucks coming out of my barracks are way better than these exotic critters.

11 Replies 39,125 Views

[quote who="sweatyboatman" reply="18" id="3070828"] Quoting StevenAus, reply 16If the champions already have magic, why aren't they Sovereigns? Lack of personal ambition.[/quote] I think it is because they don't have magic. They have a theoretical knowledge from reading books, but lack the ability. A channeler can grant them the ability to put that knowledge into practice.

25 Replies 67,905 Views

I like the imbue mechanic, but I wish it had more of a sense of weight to it. In one sense it does, because that awesome screen that pops up makes it seem epic, but ultimately it is spend mana, get caster, rinse and repeat for every champion why not. I know we're far from the days of essence, but I'd like to see it take something out of the channeler. Maybe after you imbue someone, your channeler is immobilized for N turns while he or she recovers? </

25 Replies 67,905 Views

There are a few bears whose acquaintance I have made in .77 who don't agree with this bug report, but they admit that they are not axes. Just giant angry bears.

10 Replies 32,776 Views

A lot of really good tweaks! Can't wait to find some time to play tomorrow to see how they work in practice.

79 Replies 307,853 Views

[quote who="Trojasmic" reply="16" id="3065553"]There are lots of spells... just check the HyperGameNuts or whatever is it called. You just have to recruit the right heroes and play the game many times. Some of the magic spells you get will be different every time. They probably need to tweak the fire spells or everyone will just do direct damage every time. For example, Burning Hands should burn the caster too. Fiery Dart should randomly bounce and hit a sec

29 Replies 19,727 Views
Reply to Impressive in FE Beta

Honestly, the mark of how far this game has come relative to its predecessor is that the suggestions I want to make are essentially "tweak numbers", "add more cool spells", "add more cool monsters for me to summon/use", and "expand on systems that already exist in the game". In Elemental, the suggestions I wanted to make weremostly, "so, what if the following three parts of the game were rewritten from the ground up?"

2 Replies 3,430 Views

One city is an interesting proposal, but a proposal that causes me to salivate is branching city specialization trees that add unique functionality, depth of gameplay, and most importantly to the people-who-are-me demographic: emergent story!

64 Replies 161,141 Views

I definitely agree with having a much bigger variety of summons, which has been a big part of the charm of the game's thematic predecessors. Multi-turn rituals is another really good idea for a type of spell i'd like to see in the game. It would, I think, add a lot of gravity to potent high-end spells.

29 Replies 19,727 Views

Keep the building, only apply the bonus once. That way you have redundancy if something is conquered and there's no confusing exploding of buildings for no apparent reason

6 Replies 3,540 Views

[quote who="Heavenfall" reply="7" id="3064497"]Currently, a champion with no spell traits can gain spells: There is a spell that can be cast on champions to unlock a spell for that champion. They are named differently, but there are these spell-spells for Heal, Fireball, Drain Life, Shockwave. Unlocking these spell-spells (I don't have a better phrase, fuck you) comes from techs. Check out the in-game hiergammemon on Annointed By Fire for example [/q

14 Replies 6,216 Views

[quote who="G30ffnet" reply="8" id="3063960"]Lol, I was just thinking that the magic tree could be rolled in to other 2 and gotten rid of. But I think that is more about my research priorities than anything else.[/quote] I'm similar from another direction. I feel magic itself could be fleshed out with new summon options and multi-element prerequisite spells and who knows what else, and questing and recruiting could probably be folded into civ. After all,

20 Replies 4,920 Views

Oh man how did I not see this option. The cost doesn't bother me in the beta since that should be a relatively easy tweak when the get around to adjusting values, I'm just glad the ability is in place.

3 Replies 1,560 Views

[quote who="Mtrixis" reply="26" id="3063977"]There are several of those - incredibly uninteresting. They literally reward you for doing nothing and making no choices.[/quote] I saw them more as the equivalent to the civ option to build money or research, except you default to all of them when you aren't otherwise occupied instead of having to go there and make it happen.

64 Replies 161,141 Views

Everyone in this thread is right, even people who have contradictory ideas. Because outposts are a good idea, and should take a page from galciv's book. Make them upgradable, make them themed (military vs economic, at least), and maybe offer incentive to garrison troops there beyond just "defending this is smart because if it explodes you don't have it anymore" by giving them garrison slots tied to level that offer reduced maintenance fees for stationed troops.<

61 Replies 126,251 Views

[quote who="StevenAus" reply="11" id="3064092"]Maybe once on the Path of the Governor you would only get Government-related (and perhaps the odd General-related) traits to choose from?[/quote] Good general related traits for a governor could be things like: Over my dead body - +def when defending a city Best defense is a good offense - +att when defending a city cunning defender - traps and pitfalls set by the hero cause the siegin

39 Replies 11,794 Views