I agree that if the current Sovereign dies it should be game over or at least one of the game ending options. Always having to play as some immortal guy seems a bit limiting to me and having heirs could add a lot of depth. I dug up one of my old posts about this topic. Granted with the new data available some alterations would need to be made but the general idea remains sound. [Quote who="Darkodinplus"] The time line would potentially be a pro
Darkodinplus
I hope there will also be an option to make your sovereign mortal. Having a linear succession of Kings and building up a long royal blood line would be awesome. That way I could have Darkodin the LXXVII become Wizard King of my nation.
[Quote who="Gamespot Article"]You can win through sorcerous means (a combination of extensive magical research and controlling different magical shards that may be attuned to one of five different spheres of influence: earth, air, water, fire, and life)[/Quote] This is an interesting quote from the article. I wonder has Gamespot just made a mistake or has the model of the Channeler generating Death / Life mana been altered? I would personally consider this a step in the right directio
Meaningful diplomacy? Sounds good, I just hope there is a variety of ways to intra-act with allies.
[quote who="Kitkun" reply="32" id="2338275"] Anyways, so even around the original release date in February, it's going to be still an ugly cloth map? [/quote] If I was a betting man (which I am) I would say that is extremely unlikely.
[quote who="Denryu" reply="30" id="2338257"]I was in the vanguard beta and also stuck around for about a year after release. Talk about wasted potential.[/quote] I remember that. I knew the game was screwed when SOE got involved. Vanguard really did go to waste.
The game really should be at least somewhat fun in the beta I assume but I hope the current testers are up to the task.
[quote who="Kitkun" reply="136" id="2332986"] Time is relative?Does that mean I could get the finished game tomorrow? [/quote] Only if you have figured out a way to manipulate time (relative or spatial).
Nice little alpha glimpse. I like the design of the main menu.
10,000 years of history is short in the grand scheme of things but still I'm interested in how the book affects the game.
I like these ideas and had assumed similar abilities would already be in Elemental. Poison blade: Coat the soldier's weapon with poison that damages enemies struck over time. Defensive stance: Attack goes down while defense goes up. Offensive stance: Defense goes down while attack goes up. I would also like to see special abilities for more advanced soldiers. For example giving cavalry the ability to charge or giving master spearmen a hurricane thrust attack.</
[quote who="Wintersong" reply="32" id="2328513"] Science has room for the whole universe. There are more than four dimensions...[/quote] Science as with anything created by humans has constraints and limitations in both explanation and understanding.
The most important qualities in any game to me are: Plot Gameplay Graphics Stability should be intrinsic for a game.
In a world where magic did exist it would be very unlikely for it not to be classified as a recognized field of scientific study. Magic can be whatever you want since it isn't real. If you want to pretend there is another world where magic exists and it follows para-scientific rules I see no problem with that.
[quote who="Istari" reply="9" id="2327148"]As Brad would say, Stardock betas are explicitly designed NOT to be fun in order to ensure the final release IS fun for the beta testers. The alpha will be more like torture. [/quote] For some people pain is their pleasure. I'm not one of them mind you but still there are a lot of strange people out there.
Taken
There are two sides to every story but I have to admit this advanced beta idea does have the possibility of some very promising results. I am in general a proponent of refinement in a timely manner. If Stardock isn't really feeling any pressure from the typical sources I say go for it. The original model could always be reinstated if the new idea starts to go sour.
Nice find. I hope the major players of the forum get in to provide some good feedback.
I rather like the idea of peasants taking up arms to defend their city even if no professional military soldiers are around. The evacuation you describe could also be an interesting twist considering in most games cities have absolutely no defense or escape options even if they are captured by a single unit. The exception being GalCiv where the entire population of a planet would act as a defense force.
[quote who="Tridus" reply="15" id="2318969"] It also makes early land grabs more valuable because they translate directly into more mana without having to hold anything.[/quote] That isn't quite accurate. I see Scoutdog's proposed system increasing the value of land overall. Right now with the shards you basically have strategic points that need to be defended opposed to actual regions. [quote who="Frogboy"] The maximum amount of mana a channeler can accumulate is based o
[quote who="CapnWinky" reply="11" id="2317756"] [Quote who="Darkodinplus"]Darkodinplus' Top 7 Questions Can players create their own spells?[/quote] Yes, players will be able to create their own spells. They've went over that numerous times in the modding dev journals. Not trying to be mean but I dont want to waste a FAQ question on something that has already been answered (ex: July FAQ's..."Will there be mounts?"). Unless of course you mean something like creating a
Darkodinplus' Top 7 Questions Will Channelers be able to duel? Can players create their own spells? Can multiple forces participate in a single battle? Can battles span more than one turn? How detailed will Channeler customization be? Can extremely powerful items be created by the player? What kind of special abilities or traits can Channelers gain?
[quote who="GW Swicord" reply="18" id="2317681"] [Quote who="Darkodinplus"] @Scoutdog: I love the idea of terrain generating corresponding types of mana that would be a very intuitive and interesting gameplay mechanic. The only problem I see with that is at the start of the game the only mana you would have is either Death, Earth, or Fire because the land is suppose to be post-apocalyptic.[/quote] I don't gamble, but I'd pretty much bet that the devs are not going to ditch shards a
[quote who="Luckmann"] Did I miss something or just interpret something really, really wrong? Because as far as I gathered, that's exactly how it is.[/quote] [quote who="Frogboy, July FAQ"] <span class="Apple-style-span" style="border-collapse: separate; font-size: 11px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: normal; orphans: 2; text-indent: 0px; text-transform: none; white-space: normal; widows: 2; word-spacing: 0px; f
All elements are created equally but some are more equal than others. I felt this topic deserved its own thread and the OP of the thread it was being discussed asked for the conversation to be moved. As it currently stands all Channelers get the choice of life or death magic at the start of the game. A Channeler would not require control of a shard to generate mana for one of these two elements. In other words life &