Hexes open up 12 directions if you could hexsides. Personally, I'd prefer to stay away from abstract grids altogether. I'd much prefer the Total War style of tactical combat. I've love to see grids gone from strategic views, but very view games have attempted to do so (War in the Pacific, a few others). That said, I was very impressed by GalCiv2's use of the grids. Most prior experience had been with "starlanes" a la MOO3, Imperium Galactica (the first version
Ynglaur
pervert? I don't get it... anon - short for "anonymous" anon - synonym for "a while"
I just subscribed to the RSS feed - no need to join Twitter. This may be one of the best applications of micro-blogging I've heard of yet, though, right up there with Dell using it for advertising. Reading what someone had for lunch, though...no thanks.
don't do it psychoak - stay anon! (bonus points for whoever picks up on the double-entendre there)
There are all kinds of ways--tactical and magical--to prevent enemies from fleeing. If some or all of these mechanisms are useable, smart commanders can preserve an army in spite of defeat; savvy commanders can wage effective battles of annihilation. Keep in mind that most ancient battles were rather one-sided: the casualties during the general melee were generally low; it was when one side or the other broke that the real killing began. Ways to kill fleeing
You sound like you know for certa in you're in the Alpha. You lucky dog you... [e digicons]:dog:[/e] Or [e digicons]:wulf:[/e] if you prefer.
[e digicons]:banhammer:[/e] There's my nail in the coffin, fwiw. [e digicons]:|[/e]
I really hope terrain will play a decisive factor in tactical combat. It has throughout military history, both ancient and modern.
I definitely was not a fan of the M:TW auto-resolve. I haven't tried E:TW, however. Auto-resolve is nice option, but I too want to direct my army to march across sodden fields of enemies to victory. Or, if I'm playing multiplayer, to send my units scurrying around in hopes of escape from impending doom.
Also a "remote" worker. We should take a poll... :p
forget code - if anyone has a good algorithm for this, go ahead and post it (fractal math, perhaps?).
So, are we speculating about degeneration, degeneratively speculating, or speculatively degenerating?
You mean "will there be bandits and highwaymen?" [e digicons];P[/e]
Why not have Tactical Combat an option set by-game, rather than by-player? In the multiplayer world, people can hack it out amongst themselves, though this option should be really conspicuous when starting new games. In the singleplayer world feel free to use or ignore. Brad's GalCiv2 AI is pretty good, so I'm hopeful both the strategic and tactical AI in Elemental will be just as challenging and sneaky.
Hmm, one-shot wonder Channelers who aren't necessarily glass cannons. I like it...
Good points.
On a related note to "fittest", how many people would like the ability to have Channelers start with different amounts of Essence? New post here for those interested.
On a related note to " Survival of fittest...or survival of the biggest? ", would anyone else like to allow Channelers to start the game with different levels of Essence? As some may infer from other posts, I'm not a stickler for fairness across an entire game (fairness <> balance, imo). Allowing different starting Essence leve
[quote who="Annatar11" reply="12" id="2251140"] No, it's a charity service to those souls. You see, they get really bored sitting around for eternity with nothing interesting to do. You're doing them a service, charity work, giving otherwise idle souls a purpose in their afterlife. This I can kinda get behind: Necromancer: So hey guys, what's up? Restless soul: Eh, nuffin. Bored. Just sitting here for eternity with nothing to do. Necromancer: Well..
Perhaps more interesting, though certainly more complex, would be to have a spell (or spells) that allows Player A to take control of a champion of Player B. Bonus points: continue to allow Player A to control the champion until Player B says so; all the while, terrain/events/etc. seen by Player A's champion get seen by Player B. Naturally, spells or events should be able to reveal such sorcery, and perhaps break it.
Is Red Bull required for Elemental, or does Elemental require Red Bull to be fully appreciated?
[quote who="Paradoxnt" reply="11" id="2246045"]I drink 2-3 Red Bulls a day. Might kill me eventually. So, if I suddenly stop posting for this game..........[/quote]...we'll know we should order you some more Red Bull online, COD.
Idea: Straight roads could be created using a spell (Essence, perhaps? Emeril would be proud...). Otherwise your minions are stuck digging it by hand, which probably means following the terrain.
We have a new term: "Going Gandalf". Let's just consider this one officially entered into the game's lexicon everyone. "Where the heck is the Kingdom of such-and-such?" "He must have gone Gandalf."
Paradoxnt: I was referring to the Third Age (Lord of the Rings timeframe), rather than the Second Age (Last Alliance timeframe). That kind of stuff, though, is why I'd love for victory conditions to be varied within factions even for the same game.