Yes we all know that gameplay > realism. But more realism than before wouldn't be that bad. It would add a lot to strategoies. And I'm sorry to the poor sister that like the graphics.. but if you make a game with that on mind you'll have a dumbed game :( Devs should never assume their buyer are retards or 8. Realism is just a way to raise the tactics available. The war3 system is just too simple for a game like that. It's like the tactical combat system of GalCiv2. The game
vieuxchat
That would be another use for a morale stat. And you would need some kind of "slavery doctrine".
Slavery? Why not. It could add some options. But I hope it will change the good/evil side (if the same concept seen in G2 is used again)
If you reall can't have more than 3 players then you should avoid that game because it will lack a political aspect.
So is there a small hope that at least one faction from the fallen won't totally obey to their creators?
So because a unit learned to use a sword it can't pick up a bow on a dead body and put it (the bow... not the dead body) in the supply wagon? It doesn't make sense.
Master of Magic. Dominions 3. Civ4 complete with Fall from Heaven II mod. Heroes of Might and Magic 5 - tribes of the east (the second expansion which is a stand alone and lacks.. nothing apart the first two campaigns)
A simple one :
Oh yes I like shardsofelemental.com
So you think there's good ideas here. Which ones?
A successor idea would be good with a "twilight" mechanism. You need to prepare for your twilight.
On vista and with dosbox I can play MoM without any problem. Anyway AoW 1 was the best, even with it's flaws. It had a more interesting campaign.
Oh hell yes !! The mystery initiation !!! You wouldn't start as a channeller. You would become a channeller :D EDIT: And the twilight mechanism would be great with a successor system don't you think?
[quote who="lamperti" reply="13" id="1939468"]I wish people would stop saying that real-time with pausing is the same as turn based, or that they want the battles to be resolved quickly. The first is just not true, and the second devalues the tactical game. Real-time with pausing is not the same as turned based. It's a completely different feeling. Turn based allows, and enforces thinking about each move, which is what I want to be able to do, real-time with pausing has me s
Such a battle would need : lots of soldiers. A system that don't kill a unit in one hit. No fatigue system (because with it you just can't battle for so long). Even if it sounds nice I would really hate not having fatigue or one hit-kills.
Cull my quotes? You think I made too many of them? About comp calculation : if you've ever played steel panthers you know roughly your chance of hitting a target. But when you know the algorithm used to calculate it .. It's just a big big one, with lot sof things involved. So I think a complex system, with lots of details can be made. And the system I described is fairly understandable. A big armor will prevent damge but not getting hit. A light armor will increase your chance
Yep after thinking about hge armies roaming a desperate world .. I said to myself "If it it isn't karma generating what would be?" [e digicons]k1[/e]
Yep for sure :D Anyway, have we a chance that those ideas will be implemented? Yes i'm talking to you devs :inlove:
elementalfanatics.com would be a good choice, imho. It is informative, easy to remember. ewom.com (not ewok [e digicons]:P[/e] ) would be just too cryptic. everything with "notmom" would be hard to remmeber for anyone thaht don't know Master of Magic. Simlicity is win!
I really like the diminishment idea !!! It's a bit like the "dawn" idea from Ars Magica. After a certain time or power your channeller starts to lose ageing and losing power. The second one might be good if well balanced. Maybe with some "destroy that item" system to balance the military fact that you're weaker ;)
I think you'll have to say what unit you want and then, and only then, the comp will calculate what you need and when you have everything poof a new unit(so nothing automatic there, it's always a player choice).
[quote who="Tamren" reply="15" id="1939626"]Knowledge once gained is not lost, but it can become rusty. Its possible to live so long that you forget something entirely, but such a long life isn't likely in a medieval setting, certainly not for a soldier. So if I train all my troops in physical fitness and a variety of weapons. They will be able to pick up any of those weapons and form a cohesive fighting unit. Now of course they would never get to be as good as a unit who specializ
Oh and the player don't absolutely have to know those things in combat. Just the attack/defense/armor ratings and fatigue malus. Sometimes they'll see that soldiers will die in one hit, they don't have to know all the dice thrown. The only thing I don't like with such a system is that armors are all designed with a two numbers : weight and armor rating. But you can add some rules like shields don't add bonus in armor defense against a flail.
[quote who="Tamren" reply="9" id="1939208"] Quoting keithLamothe, reply 6A good thing to do at some point is resolve your desired mechanics into appropriately simplified models and then the individual pieces into more concretely terms of xml/c++ psuedocode. Not really for the devs to copy and paste, but it's much easier to guess if an idea is feasible if you can write the algorithm. Thats a great idea. But as much as I wish it were so I don't get paid to do this so the amount
And there will be be lots of "land" spells that affect it. I hope there' will be som eother kind o ftransformation : hard fights should burn the land, places should have names after hard fights, some great roads (with lots of caravans) should earn a name "the golden road". It doesn't change the game gameplaywise (or why not? A boos tin economi cin a road thaht has some kind of defense, or a unit patrolling it, or special contract etc..)) but it would add so much flavour :)