Edwin99

Edwin99

Joined Member # 2555206
91 Posts 412 Replies 14,003 Reputation

[quote who="Aeon221" reply="5" id="2846027"]Without any sort of economic rationale to develop a fleet, we're better off not having naval combat. Otherwise ships end up like in every other game -- a pointless addition used only when you need to move your land troops across a body of water. [/quote] Naval functionality also provides strategic military options; Why take the long overland path when you can take a much shorter route over water

8 Replies 3,160 Views

Water magic spells for naval combat could include; "Ocean Current" to give the ship extra speed "Whirlpool" to damage a boat in combat or trap it in a vortex, spinning it around and around. "Gaint Wave" to damage approaching ships "Suction Current" to pull a ship closer to your ship "Rain Storm" to reduce visibility Earth magic spells would be of limited use at sea as there would be no boulders to summon or

8 Replies 3,160 Views

I would like to see naval warfare aspect enhanced to cover six areas; Transports - troop transports and merchant ships to transport. Ships - galleys (using rowers) and galleons (using sails) (perhaps a naval unit design option - i.e. some galleys have rams, other catapults) Ship Attack Actions - ship-based archers, weapons such as catapults and rams Boarding Attack Actions Technology for ships - nav

8 Replies 3,160 Views

A few years ago I worked on the AI for a WWII Strategy game called Patton Drives East. A simpler game than Elemental, with fixed opponents and a single map (covering USA, the Atlantic, Europe and the Middle East) it utilized a personality driven AI that adopted a randomly selected strategy at game start based on random seed(s) generated for the AI player. Example: An Allied Human player might be facing an Axis AI that adopted; 01-20:

1 Replies 2,461 Views

I would like to see the racial choices at sovereign creation have a real effect on gameplay, such that playing the game as a Trog sovereign is really different from playing the game as a Wraith or a Mancer. These differences should be amplified by greater differences between each fraction, especially the empire fractions of the Fallen. Example: Wraith - a fallen race with strong ties to the undead, I presume as I don't see a written descripton of the Wraith race.

12 Replies 5,387 Views

[quote who="Nabbar" reply="3" id="2830168"] In other words, another weakness of the game. NO differences between the rases. NO personalility. [/quote] Would this be easy to rectify? The base stats of the non-human different races could be different (Trog: Strength +2, Intelligence -2)(Wraith: Constitution +2, Charisma -2) A race could be given access to race specific talents A race could have access to race specific spells A

12 Replies 5,387 Views

When I create a sovereign, I have a choice of races. But I see no difference between the Mancer and the Wraith or the Trog? I would think that a Trog sovereign would be stronger? but it's not - its unmodified strength is 10 - the same as a human mancer. I would think that only the Wraith would have access to the summoning spell book during character creation, but they don't. No one does. Do a sovereign's race only affects its relation to fraction

12 Replies 5,387 Views

1. AI attacks with low powered stacks in late game. The AI should consider using low powered stack in the early game when the human player may not have any trained units to defend his cities. 2. If AI knows its going to lose a conquered enemy city it stays to defend it or it runs away. The AI should consider razing the city and runnning away. 3. AI never builds bowmen, this allows the human player to do damage (or eliminate) AI forces before they

54 Replies 113,210 Views

AI in an RPG, is sorely lacking and makes replayability too predictable. Though there are 3 levels of AI that an RPG could incorporate; all that I have played only have the first one the tactical battle AI. Level 1 - Tactical Battle AI Level 2 - Dungeon AI - for some dungeon defenders (not all) Level 3 - Major NPC AI - for the few powerful NPCs What is a Dungeon AI? Its an AI that co-ordinates the response

21 Replies 68,627 Views

[quote who="Wintersong" reply="14" id="2818876"] With innovative skill sytem. [/quote] Agreed. I want to see a skill system that offers players dramatic new strategies for resolving quests and tactical battles. Here are five examples where investing skill points can give a PC new options for adventuring. (assumes use of Pathfinder OGL ruleset - the open gaming license allows a developer to use the core mechanics (and modify them as they wi

21 Replies 68,627 Views

I would like to see quests that change the map; a. Complete the Quest and an island rises up out of the sea (you need a boat or teleport to visit the island) b. Complete the Quest and a nearby mountain turns into a smoking volcano or a lake of lava appears on the map c. Complete the quest and a earthquake sinks the surrounding lands and topples buildings in nearby cities d. Complete the quest and the surrounding lands turn into fertile

20 Replies 7,476 Views

TorinReborn, I agree that the RPG should be free roaming with an interesting story and strong characters. ----------------------------------------- In fact, I would like to see the PCs choices influence the path of the game. Example 1: Two quests - Clear the Spider forest and the Dungeons of Stone. 1. If the PCs visit the Spider Forest first the Dungeons of Stone adventure becomes more difficult to complete as Hobgoblins have moved in to take over t

21 Replies 68,627 Views

Another reason to use the D&D ruleset (aka Pathfinder Ruleset or the d20 Ruleset) is that the ruleset has been extensively playtested and documented. By adopting a proven ruleset the designers can focus on what really matters - the user experience and developing an RPG world with locations, quests, adventures, dungeons and an NPC AI that will engross and challenge players. They don't have to spend months building and testing a new ruleset that may not work as w

21 Replies 68,627 Views

8. Another feature I would like to see are 2 skills that are not included in most RPG games; Jump & Swim Each one of these would give the PC more options when confronting a challenge. Jump - a character can leap across impassible terrain or safely jump from rock to rock across a river of lava. A successful skill check lands you at your destination tile, a failed check lands you on a tile in the middle of your jump distance - which may land you in deep

21 Replies 68,627 Views

I would like to see Stardock consider an RPG for their next game that would feature 7 elements; Pathfinder RPG Rule-set ( http://paizo.com/pathfinderRPG/prd/ ) under Open Gaming License; i.e. free to use Overhead perspective with turn based tactical battles (aka Return to Temple of Elemental Evil) World changing events caused by player actions or inactions that have a profound effect on gameplay

21 Replies 68,627 Views

1. Dungeon maps that only sovereigns and champions can enter, not army units. 2. Combat specific unit commands (shield wall, charge, withdraw). Each tactical combat turn a combat units can select an action. Example: Withdraw - Unit automatically withdraws 1 tile when enemy unit enters adjoining tile. (cost: -2 movement, automatic morale check for defender if unit withdraws 1 tile - i.e. peasant units are more likely to panic and run if ordered to withdraw)

33 Replies 19,413 Views
Reply to Improve NPCs in WOM Ideas

I like the idea of NPCs having different attitudes towards a kingdom that affects the price of hiring them. This could be enhanced by giving NPCs a good vs evil tendency. A NPC that favors good might leave your service if you attack a non-threatening wandering NPC (which I do frequently to gain experience and gold) or raze a city of their own fraction/race (i.e. kingdom sovereign razes kingdom city). An evil leaning NPC would not care. NPC Lo

2 Replies 5,114 Views

Summary: Assassins are champions that can enter enemy cities and engage enemy sovereigns or hero's in one-on-one tactical combat that occurs in a "grand hall" tactical map. Detail: Assassins are a special type of champion that targets enemy sovereigns and hero's. When they enter an enemy city tile they engage the target; if present, in tactical combat that occurs in a map of a great hall. Champions can be assigned an action of Bodyguard. A

0 Replies 3,069 Views

AI Sovereigns with really different personalities that engage the player. Example: Ravager - A brutish AI personality that pursues a policy of razing the cities and lands of his enemies. He sponsors bandits (new unit that has a hidden owner) that raid the caravan routes of other sovereigns who do not pay him tribute. Example: Swiss Guard - AI sovereign that believes in cautious expansion, a strong econmy, and strong defenses. Example: Dealer -&

12 Replies 9,802 Views

I would like to see charisma affect the production of conquered cities. Base Production for Conquered City = 40% Base Production for Conquered City with Champion Charisma Base Production for Conquered City with Champion Charisma >=12 = +2%/turn to base production (i.e. after 10 turns production = 60%) Base Production for Conquered City with Champion Charisma >=18 = +3%/turn to bas

10 Replies 10,542 Views

I really like the idea of quests that with decisions that have a real impact on the game. Example A: Rescue and Return the Princess #1 When the princess is rescued she asks to serve your sovereign; A) Do you accept her offer and trigger a war with the kingdom of her fiancee or B) do you return her and thus seal an alliance that makes the rival kingdom twice as strong. Example B: Demon Crystal A giant white crystal was stolen from the forehe

6 Replies 10,708 Views

I find the few quests and trease locations in the game be immensely "boring" - bring army, visit quest location, collect loot. I would like to see; a. Multi-level quest locations - surface levels that an army can enter and a linked dungeon level tactical maps restricted to sovereigns, heros and summoned creatures. Defeat the creature(s) at the surface level so your adventurers (no army units) can enter the dungeon level. b. Large dungeon/cavern

6 Replies 10,708 Views

Comments; Archery - I like the idea of penalizing the accuracy of an archery unit that moves. Unit Initiative - Trained units (Expert and Elite) should receive a bonus to their initiative. Flank Attacks - There really needs to be some advantage for attacking a unit on the flank or its rear. I would like to see a rear attack impose a -25% morale penalty on the defender and trigger an immediate panic check. I like the idea of

38 Replies 25,531 Views

01. If you raze an AI cities the AI should have a chance to retaliate by razing yours. Example - Random Variable X1 AI Strategy (Kingdom - X1: 67-100) - If you raze AI city's it will attempt to raze yours (33%) AI Strategy (Empire - X1: 50-100) - If you raze AI city's it will attempt to raze yours (50%) Thus there is a 33% that the Kingom's AI will respond to your razing their cities with a similar campaign against your cities. The chance for

0 Replies 2,619 Views