Netaddict45

Netaddict45

Joined Member # 2416655
9 Posts 86 Replies 292 Reputation
Reply to Unit Types in WOM Ideas

Types.. Types.. Types.. I don't see it. You've got a man, you give him stuff, you train him to use it, what would a "type" have to do with it? It would just be some kind of sub-classification of this. There's more variety without limiting units like that. Any special feature of a certain kind of troop would then be some kind of attribute.

50 Replies 156,772 Views

Still some room for improvement, ;-) It's a great demonstration of how the physics are supposed to work and what they do for the figures. It is a better implementation than a lot of other games, say, like Mount & Blade.

43 Replies 126,845 Views

Frogboy, are there going to be limits as to what kind of equipment that men will be capable of equipping? I mean, because it seems unlikely that we will be able to give a man three weapons and wear two suits of armour at the same time. It doesn't seem terribly ambitious right now, only the most basic implementation of a very attractive feature. Which isn't intended to belittle it in any way, as it looks to be great.

106 Replies 381,606 Views

That's enough stats for me, but I would like to see some special abilities add more flexability, like, say, a "Mounted" bonus that gives +1 attack against unmounted units, or a "Spear/Pike" bonus that adds first strike and cancels out an enemy "Mounted" bonus. Of course, I'm pretty sure you already have such things in.. Other than that, though, I don't see too many more stats being needed. Total War didn't have many more, for example.

106 Replies 381,606 Views

I'm not sure in general, but I would much prefer if it works with the economy, eg, that you can't just throw money at it, the equipment is made, and soldiers are trained to fill the unit. Which would strongly limit any natural recovery.

32 Replies 132,594 Views

I think the style looks great. Some elements are missing, and others look a long way from finished, but I can't complain about the style.

49 Replies 130,195 Views

One of my biggest concerns with Galciv II was the ship creator.. it made me want to design my ships to look good rather than just what they have. A system like this could mean they look good, but I don't think I would feel too required to put massive effort into each and every unit I make. ..Also, this is a thread about the physics system, and how it applies to the graphics of tactical battles, right? Where do the gameplay concerns some of you are voicing co

76 Replies 158,270 Views

I'm one of those apparently rare people who had never had any problems running games with Securerom and Starforce copy-protection, although I've used both... I don't know if it's because I don't steal games, or am just an idiotic complete imbecile, or what. Personally, I'm all for seamless online registration required for your game, and online-only checks for patches and so forth. Simply put, I'm willing to put up with copy-protection as long as there are several times as many peo

119 Replies 386,837 Views

Names and labels mostly. In terms of gameplay, graphics, and target market, they're quite far apart. They're about as similar as any two titles made by the same company. HoMM II also came out before Might and Magic VI through 8.. so maybe they're the spinoffs.

34 Replies 112,550 Views

Hey, don't say HoMM is a spinoff of the Might and Magic series, that isn't the case at all, despite the similar titles. The Might and Magic games are straight up RPGs, and the HoMM series are harder to classify. HoMM is based on an early title called 'Kings Bounty'. They are distinct properties, even if both series were made by New World Computing. And Master of Magic was developed by Simtex, who are probably more famous for the first two Master of Orion games.

34 Replies 112,550 Views

I'm not sure how it would mesh with essence use. In this case, it seems like you, as the leader, formally revive areas, and then people can settle there, rather than just going with the flow. It is a TBS, after all.. and you are needed to revive land, so why would it happen on it's own?

19 Replies 71,608 Views

[quote who="landisaurus" reply="10" id="1969013"]I know its not much info, but I like in Fire Emblem how there are 2 options for viewing combat statistics. A 'simple view" that shows only chance to hit, damage that will be dealt, and critical chance. There there is also a 'complex view" that shows many statistics so you can do the math yourself as well as see what might effect special abilities and such.[/quote] That would be NIIIICE.

24 Replies 21,627 Views

I've read many proposals for complex combat systems, and how the game is going to have massive amounts of moddability and unit customization. These sound great, but there is a serious concern with complex mechanics. If the player is customizing his units, he needs to be able to get feedback on his designs, so he can make strategic choices on what to do next. One game that failed to do this was Master of Orion III. There were all these immensely complex combat mecha

2 Replies 3,309 Views

What about those who are fans, have purchased several games over a period of years, but until now have had little time for forum postings? I'd be very happy to help beta-test Elemental..

58 Replies 200,644 Views