Winnihym

Winnihym

Joined Member # 2413186
101 Posts 370 Replies 19,920 Reputation

Just increasing combat speed on the fast weapons isn't a great solution here, since an enemy gets to counterattack once per attack in the current system (up to a max). Once the initiative system goes in, there should be a balancing for fast weapons (since every attack will not automatically be counterattacked).

18 Replies 6,062 Views

The greatest indication I have that things are really getting good is that there is a sudden upswing in the number of actual strategy posts on the forums, instead of "you should do this" type posts, or "this doesn't work" posts. People are playing the game, and that's a great, great thing. Hats off, Derek.

42 Replies 106,454 Views

Shhhh!!!! If they change this, then I won't be able to produce all my top end units quickly at my frontier cities anymore!

3 Replies 26,549 Views

Bring back gardening to elemental. Make it require at least harvesting to build. Make it 4 tiles instead of one, and produce only 1 food. Make it take 15 people to run, and consume 2g/turn to maintain. But give me some means to specialize a city for food.

21 Replies 6,717 Views

Actually, funny thing there about requiring a big army to claim an important point. In MOM, one of the spots with the hardest guardians were the nodes; the places that added to your mana and power directly. They often had nasty monsters. One way to beat them was to get an army together, destroy the guardian, and then bind a guardian spirit to the node, making it yours. If an opposing player could get a guardian spirit to that now unprotected node, they could esse

9 Replies 11,210 Views

I'll start with an apology; we've beat this horse to death so much, we're actually pushing the bones up through the other side of the earth at this point. Next, the ideas here aren't all mine, there's healthy doses of Climber, Kenata, psycloak, John_H, and a bunch of others who's names I currently can't remember, and I apologize to them as well. My intent here is to summarize what would be a good economy, at least from my perspective, which has been colored with a lot of

0 Replies 2,972 Views

Hey, Kenata, help me get a handle on this; I thought I was presenting both sides! Sorry to misinterpret what you are after here. It seemed to me you were after a more streamlined economy, where choices made had value, and forced you to give up some things to get other things (ie, you can't have it all). You seemed okay with the idea of depth and complexity, as long as it was automated (or automatable). Is the issue one of not having resources refinable to other goods

278 Replies 548,565 Views

Okay, knock it off. It's no longer helpful; it's just being argumentative. Let's try to summarize what we can agree on, instead of bickering. Depth is okay, as long as it isn't too distracting. It needs to be a little distracting, though, that's the point of it, to split the player's attention away and try to trip them up. Depth should come with purpose; the benefit of having to do more work is to get a better outcome than what the computer could do for you in

278 Replies 548,565 Views

So, on travel (again!) and I'm in Chicago. Went to the Science and Technology museum to see the captured U-505. Got me thinking. The amount of technology and the benefit the allies gained from capturing this U-Boat was significant, and I was wondering if the same thing could happen in elemental. Instead of killing your opponents outright, you opt for capturing. A separate button in attack reduces your attack and defense by half or so. If you defeat the enem

2 Replies 3,839 Views

hey, kenata, you'll get no argument from me about end game units; there should always be an opportnity to improve your units. But I hope you'll agree this is the mechanic that exists in most 4x, because there are end game units; their creation is what drives most 4x economies. what we need is an economy who's complexity is appropriate, purposeful, and fun for each kind of victory condition. Being able to buy enough votes to win a diplomatic victory or pay enough specialist researc

278 Replies 548,565 Views

Kingdom and Empire lands are modified by city placement, and spread slowly out from there. I'd make a suggestion (just to document the idea) that shards could also do this, spreading out "elemental" lands from themselves. What do elemental lands do? I've no idea. I really haven't gotten past "fire elemental lands cause damage each turn, earth elemental lands slow movement, water elemental lands heal troops (not a good idea, but there you go), and air elemental lands speed tr

4 Replies 5,101 Views

You know, we're getting back to the same question we had last time in the economy thread, and it's a fundemental one. How much micromanagement is fun? Before anyone trots out the standard answer of "none!", recall that there is some level of micromanagement in all aspects of these games. Some may argue that "micromanagement" is the wrong term for it; and perhaps they're right. Let's call it "requiring attention to perform operations optimally"(RATPOO; *pats self on b

278 Replies 548,565 Views

Verga is supposed to be the biggest badass, he should probably get the +1 atk/lvl bump. Lady Irane has always struck me as an assassin; maybe she should have a 1%chance/level of outright killing her opponent? General Carrodus was the commander of a number of forces before the cataclysm; maybe the maintenance costs for armies stacked with him are 1% less/level? Oracle Ceresa may have extended sight radius(or, the ability, once per turn, to see any tile on the map,

47 Replies 29,610 Views

Aw, c'mon, Tridus, it was so much FUN last time. The screeching, the howling, the stamping of feet and holding of breath. *sigh* Good times, good times...

278 Replies 548,565 Views

I'd make the point that a spiritual successor to a 1992 game cannot be better graphics alone. MOM got combat, both strategic and tactical, almost perfectly right. It was what made the game great, but it was about building your killer units as early as you could, and then taking SODs out to crush your opposition. There was no economy of note, other than gold and mana. There was no commerce, there was no improving resources. Recall, there were resources in that gam

278 Replies 548,565 Views

If you read those first economy threads, Kael was part of that discussion; he was a beta tester. He's aware. We do need to reopen that discussion, however, including his original post of "What is Elemental". If it's a wargame first, simpler economies should be the rule. Abstract it, shove it off into the sidelines, and abstract all the resources, like AOW. Just make the resources gold and time, because the game is about moving your pieces around on the board

278 Replies 548,565 Views

Okay, Psy, I don't see where what I suggest is high maintenance. Give me an example, please, so I can see where the problem lies. In my mind, I make a decision, build caravans, set them off, and then I'm done until I make a differing decision on what to produce where.

278 Replies 548,565 Views

Someone (who's post I can't currently find, I'm sorry!) suggested the idea of using caravans to move local resources, by building something at each end of the supply line in the city (depots, or some such). I like this idea, and want to expand on it. Suppose you have a kingdom with 3 ore in your control. Suppose that, in order to build magical arms and armor, you had to have ore treated with crystals and some other resource (a total of 3 resources together in the same plac

278 Replies 548,565 Views

Maybe you could use specialty building placement in proximity to the resource to unlock higher tiers of that resource? Crystals can be mined anywhere in your domain, and produce generic crystals for generic improvements (like rings, amulets, etc). If you have the crystal mine in your city, and next to an enchanter's guild, then that city can produce blue crystals (or whatever), which can me used to make enchanted swords for your army (more crystals is higher attack value)

278 Replies 548,565 Views

As to #6, what I'd really be hoping for is a way to add special abilities to troops, rather than improvements in looks. The ability to have priests, magicians, oracles, fakirs, etc. which are all sort of "one spell wonders", imbued with a particular spell at the cost of a (now) per mana maintenance cost for the troops will do a lot to move us off of magic being more front and center in combat. You missed the most important thing that has been said for 1.1, too. Initiative

37 Replies 31,694 Views