Ynglaur

Ynglaur

Joined Last seen Member # 2494639
26 Posts 398 Replies 783 Reputation

When initial screenshots came out, a few people weren't crazy about the art style (though I don't remember many who outright disliked it). Seeing it with the camera and characters in motion, though, I'm now fully off the fence and in the "I really like it" camp. Mind, I didn't think it was bad before, but I had trouble visualizing how it would work. I know it's still early and look & feel may change somewhat, but that "works", I think. Just my 2 coppers, of cours

47 Replies 179,467 Views
Reply to Uses of Magic in WOM Ideas

No offense taken, mein freund (or meine freunde, depending). :)

13 Replies 17,058 Views

Just about every fantasy-themed game out there has some sort of direct attack magic (e.g. fireball, etc.). I think it'd be really cool to see serious utility out of non -combat spells, though. In some ways, I would hope they would be more powerful, when properly used. Things like divination, illusion, cursing farmland, causing an entire city to fall asleep (sorry - daughter was watching Sleeping Beauty the other day), etc. would all be cool, imo. Do most peop

13 Replies 17,058 Views

I really like Landisaurus' idea of having the engine grab screenshots. Since Elemental will be using a content distribution model, you could see loading screens of other people's games...perhaps with characters, units, and buildings you've never seen! Sorry: just realized it was NTJedi's idea.

16 Replies 21,262 Views

Not a bad idea, though I'd want to avoid feeling like I was playing Tetris. :) What about doing something simliar to Total Annihilation 2, I mean, Supreme Commander, whereby buildings get different bonuses depending on what they're next to? Such approaches always feel a little "gamey" to me, but can be fun if done well.

26 Replies 17,660 Views

Rather than have Leadership apply some arbitrary bonus to 'attack', 'defense', 'damage', etc., what about allowing Leadership to affect the responsiveness of units? Some of the old paper hex-based wargames use a simliar approach to reflect good command and control structures. Higher command & control ('leadership') allows units to move further, engage in more battles, react to enemy movements, etc. Morale bonuses for certain units should also be on the table: everyone

104 Replies 350,964 Views

I'll buy off on the idea of needing a spell. It's the concept of deception I like: the method of implementation doesn't matter that much. Alternately, it might be cool to have the color scheme seen be setup by player. Thus, I see my forces in blue and yours in red; you see mine in orange and yours in green. Seriously: how often do we say "look out for the blue army!" We usually refererence sides by name. This would have the nice side effect of helping out

36 Replies 28,549 Views

NTJedi - I kind of like the idea of mis-guiding your foe based on appearance. Then again, I'm all about fog of war and imperfect (or even downright lying) intelligence: a feature which I love, but I know others detest.

36 Replies 28,549 Views

I like the idea a lot. I wouldn't necessarily be that much more difficult to implement. See Shadowbane for an excellent example of good, customizable UI design that still comes with a good default setup out-of-the-box. Stardock - What do you think? Will we be getting details on the UI prior to beta? I know SoaSE went through several UI iterations. Is the intent to follow a similar development process for Elemental?

17 Replies 9,098 Views

Having a way to quickly/easily apply custom textures, or change the tint on existing ones (WindowsBlinds color changing anyone?) would be cool.

36 Replies 28,549 Views

Retreat is nice, so long as retreating units are easily killed. Historically, most battles in the ancient world were very one-sided in terms of losses, because the side that broke first suffered the vast majority of casualties. Even nicer is to allow retreat by unit, so you can sacrifice a covering force to allow others to escape (a la Hurin's folk allowing the army of Gondolin to escape).

86 Replies 75,881 Views

ShockMeSane had a great idea over in the General forum: research results in a chance to learn a spell, rather than a guarantee. I'd like to see this further expanded by borrowing from MOO3, and have research slide. Sometimes you can get a spell at Level 2, other times Level 4. What might be interesting is to have the chance to get a given Spell increase with Research Level, but never be 100%. Example: Nature's Pity is a mass healing spell. For ever

21 Replies 63,835 Views

I really like the idea of non-guaranteed research. I.e. research results are based on expertise in a given area (perhaps with the ability to increase expertise). MOO3 provided a simliar effect with sliding research: sometimes you got a tech early, and sometimes you got it late.

11 Replies 46,324 Views

[quote who="FlyGuy" reply="25" id="2056156"]...I like how they are, but aren't the trees to big? The pines are much taller than the walls and even taller than the multi-floor buildings. I think they would give more dimension being smaller, they make that place look like a very small village (or more than it is). Anyway, maybe there trees grow bigger.[/quote] Maybe they're very small walls...:p If you think about it, historically many city walls were between 10-40' high (a few we

75 Replies 255,590 Views

FWIW, I'm okay with isometric. GalCiv2 is fundamentally isometric. I know you can roll the camera and so forth, but I would bet most people find the angle they like and just zoom in/out from there.

17 Replies 9,098 Views

I think one of the keys to good UI design is not having minimal (or "just enough") information on the screen/in a window, but having all relevant information for a given process/workflow. Thus, the "town" viewer should have everything needed for managing a town at your fingertips. The "army" viewer should have everything for armies. GalCiv2's GUI is very good, but I think it fell down here in some areas. To manage a planet, I had to use 3 windows (Colonies, the Plane

17 Replies 9,098 Views
Reply to Oppression in WOM Ideas

I like Noctilucus' idea of oppression by geography a lot. Oppress some peoples, and coddle others. I figured black markets can thrive at either extreme. Under very oppressive regimes, there's a strong incentive to avoid The Man. In very open regimes, there's lax oversight. It's probably lousy economic theory, though...:p

5 Replies 36,572 Views

Good point Wintersong. UTF-8 character support would, in addition to helping our friends outside of N. America, allow for nice "fantasy-like" names, full of accents, umlauts, and other fun.

11 Replies 15,055 Views

It'd be very nice to have a configurable random name generator included with the various world-building tools, and to be able to associate a given random name configuration (let's call it a "dictionary") with a given custom object. For example, I create a custom light infantry unit. But seeing "Light Infantry Unit" is boring. I'd like it to be called "So-and-so's Light Company", where "So-and-so" is a name that sounds "Dol-Sirionish" to me. Maybe each Kingdom/Empire

12 Replies 7,509 Views

GalCiv2 had a very rough allusion to oppression in that certain Government Types could raise more in taxes at the expense of requiring higher approval levels to stay in power. I think it'd be interesting to see this taken a step further, and allow rulers in Elemental to have varying levels of oppression on their people. Higher or lower oppression have different costs/benefits: Oppression: Pros: Lower chance of rebellion Can cut off trade to other kingdomes<b

5 Replies 36,572 Views

Historically, Rome had to import "Corn" (more properly, various grains) from Sicily and Egypt, especially in the Late Republic and most of the Empire. I understand Cities in Elemental will have trade and bring in resources, but will they be able to do so from other Kingdoms/Empires? If so, does such trade require both sides to accept, or is "Black Market" trading possible? Does war between two Kingdoms/Empires automatically cause all trade to cease? I think it'd be n

3 Replies 3,498 Views

I understand if Stardock doesn't want Elves and Dwarves because they don't want to go down the classic high-fantasy route. However, it'd be nice if the world building tools allowed the creation of new races. I assume that would require adding artwork and 3-d models, but it'd still be cool.

22 Replies 13,403 Views

A starting location like this wouldn't necessarily be bad if lots of resources exist nearby. For instance, if you could turn it into a major port, or if you had just a bit more land with some useful resources. Turtles might love it. I'm sure Gondolin wouldn't have looked like a good starting location, but it worked for a few hundred years. :p

48 Replies 137,147 Views

I like the artistic style a lot. I was a little on-the-fence at first, but as more artwork and semi-screenshots have come out, I can see how it works well. The style should lend itself to easy-to-see UIs as well, assuming UI placement and workflow is decent.

75 Replies 255,590 Views