Edwin99

Edwin99

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

Perhaps, 1. Build a Militia Training Grounds. This allows you to build Militia Units. 2. Militia Units cannot leave the city and cost less than normal units. Players can design their own militia units. 3. The number of militia units is limited by the population of a city and do not consume population. I.e. population 10 = 1 militia max, population 100 = 10 militia units max. Militia losses reduce the cities population. Example: Loss of 5 militia units reduces

3 Replies 4,700 Views

RE: Magic, lots of good ideas here. The ones that I really like are: 1. Research spells by Book (i.e. Fire Book, Fire Level 2, Fire Level 3, Water Book,Water Level 1, Water Level 2). So that players really to make a choice and don't automatically gain access to all spells of a specific level. Sovereigns would still have to learn each spell once it is added to their spell book. Force them to make choices. I would allow a playe

265 Replies 681,566 Views

RE: Minor Kingdoms When I run into a minor kingdom I want a chance to be surprised at what I find. Thus, I agree with an earlier poster that minor kingdoms should be able to build units, buildings and expand by conquest (not by using pioneer units). I also suggest; Give each minor kingdom a personality - Peaceful (would not expand through conquest), Defensive (follows the swiss policy of neutrality through strength) and Imperialistic (se

265 Replies 681,566 Views

1. Fire Storm, a strategic spell that destroys buildings is a good one. I would make it really effective against wooden buildings and less effective against stone buildings. That said, I would suggest two spells; Minor Fire Storm (20 Mana) and Major Fire Storm (30 Mana) with a range of 5. 2. Another factor to consider for firespells is linking the effectiveness of some firespells to the terrain; Example: Wild Fire which is effective in grassy and forested g

2 Replies 4,238 Views

Agreed, I like the idea of getting a treasure map (or a key) to new ruins to explore. 1. There should be a possibility of consequences for not completing a quest. Don't rescue the lady and perhaps her father; a champion, learning of this takes a vow to kill you and engages your soverign in tactical battle (in a great hall in your keep) or perhaps you hear that another lord rescued her and gained the alligence of her serfs (a squad of peasants). 2. Don't slay the

11 Replies 39,936 Views

Suggestions for new "hot" fire spells Tactical Spells 1. Forest Fire - Trees on the tactical map are consumed by fire to become clear terrain - opens up the battlefield - affects 4x4 tiles 2. Melt Armor - Unit wearing metal armor suffer damage due to heat. Does not affect units wearing non-metal armor or no armor. You have a reason not to wear metal armor if you are going against a fire mage. 3. Rolling Fire - A larg

2 Replies 4,238 Views

I like the necromancy idea. I would like to see a book of necromancy populated it with related spells; Raise Skeletons Raise Zombies Plague - continually reduces population of target city by 1 until spell is dispelled or x turns have passed Life Drain Call on Wolves - summons a wolf unit Call on Darkness - reduces line of sight during tactical battles, rendering archers useless Summon Bat Swarm - renders target

9 Replies 33,869 Views

I would like to see your ability to use the resources of captured cities limited until a champion is named lord of the city and stationed in that city. This would increase the value of recruiting champions. Do I use this champion as a combat unit or do I assign him to govern a city? Example: You capture City Y. Until a champion is named lord of the city you can't build new buildings and your ability to contruct combat units in that city is limited

6 Replies 5,249 Views
Reply to Random Events in WOM Ideas

I think that you want major game changing events; a. A portal opens from another dimension and an army of demons/undead/spiders pour out to conquer the surrounding lands. They will continue to do so until the portal is closed by exploring the ruins that is the source of these units. This army is a threat to all sovereigns. b. An great army lands in ships from a far off land. They proceed to attack, conquer and pillage cities as they find them. Destorying cities, road

5 Replies 6,548 Views

I like the idea of a longer weapon giving its user an opportunity to strike first. Weapons, armor and experience should also afffect the order in which a unit moves - i.e. initiative. A lighltly armored unit should have a chance to move before a unit armored in plate. Likewise, an experienced unit should have a chance to move before a lesser experienced unit. This would randomized the movement order for each tactical battle - Friendly Unit 1 moves, then

12 Replies 50,586 Views

1. Improve tactical battles with Improve tactical AI Greater variety of tactical maps - maps with ruins, others with swamps, giant boulders, ravines, ramparts, bridge over a river, occassional large tactical map Greater variety of starting locations on these maps for both sides (including starting battle surrounded by the enemy) Line of Sight - so can't see enemy units behind blocking terrain or at a distance. Enemy units can't target un-seen

20 Replies 95,021 Views

I like Nenjin's idea for chamption skill tree's. Its simple to implement and it would really differentiate the champions from one another, while giving the player a range of choices to make. I would like to see each champion given a random personality trait that is hinted at in the initial conversation that they have with the player. Example: A champion with the cruel trait might say: Hire me for 87 GP and I will visit up

11 Replies 10,482 Views

I like the idea of expanding the diplomacy tree with the ideas presented here. Currently the diplomacy tree; as many have said is too short, and does not really give you the flavor of diplomacy. As suemperincomitatatus suggeste allow a player to persue a racial affinity - i.e. spiders and then unlock new spider related units. As werewindlefr suggested add a intelligence network tree that allows players to build intelligence related buildings, execute intelligence relate activi

20 Replies 13,952 Views

A tactical auto resolve where you can see the battle unfold would be great. SD could use the same AI that the enemy uses in the tactical battle. In the short run, I would offer players choosing tactical auto resolve two options to guide the the AI; 1. Magic Strategy a. No Magic b. Use Magic against strongest units c. Use Magic against weakest units 2. Battle Strategy: a. Target all b. Target strongest enemy units first

15 Replies 62,345 Views

I would like to see larger maps, so that a player can attempt to outflank his opponent and gain a bonus to his attack. This would also allow both sides more room to manuever. Now all you see is a straight attack down the middle of the map. I agree that a mounted unit should get a bonus to his attack. I would also like to see more tactical options for a unit. Example - a company of infantry units could be ordered for form a shield wall and gain protection from archery atta

15 Replies 59,697 Views

I find ruins as they rare relatively boring; i.e. unlock ruin, enter run tile with large army, kill guardian(s) and collect treasure. It takes no skill or thought to explore these ruins. Suggested Improvements: a. Diverse selection of maps for ruins - the ruins of a castle, a swamp with muddy terrain, a mountain keep, the ruins of an ancient keep, ruins overgrown with forests. These maps would add a wider range of tactical considerations

0 Replies 2,366 Views

[quote who="grimzag1" reply="16" id="2739855"] And yet, these concepts actually CAN be made to work together with what would seem to be only small amounts of effort. That's the tragedy of it. The high-level design conceptually works, but the devil is in the details... [/quote] I really like the concept of the game but don't like the implementation. I want to like the game but the current version an unpolished diamm

17 Replies 47,524 Views

I like your ideas for initiative. I would consider replacing battle speed with experience in the initiative rating of a unit; thus a more experienced infantry unit would have a greater chance to move before a lesser experienced unit. Likewise not all units should be able to move each turn; due to the fickleness of combat, some units might fail a movement check and remain in place as they did not receive or comprehend their leader's order

15 Replies 59,697 Views

I agree with your point on Champion spellcasters. They should be specialized and have access to a specific spell book; perhaps a different one, from that used by their lord. I would also say that some champions should have zero magical ability and be unable to use the essence of their lord. This would really differentiate the different heros that you could encounter - warriors (no magical ability), mages (minimal martial combat ability) and those that can do both.<

11 Replies 10,482 Views

[quote who="grimzag1" reply="10" id="2737137"] a skill tree would solve the usefulness problem while also making leveling important, but here it might be justified because heroes need both special abilities and power progression to be an interesting mechanic. Having a character class concept of sorts, where certian heroes can only get certain abilities, would also help differentiate between individual heroes. This could even be tied into tech if we want to be

17 Replies 47,524 Views

Heros need personality that will make them into real "Heros" that players actually care about and pay attention to. How to do this? Here are some ideas: a. Greed factor - some heroes will ask to be compensated after a battle and if not they will leave the service of their lord. b. Weapons factor - some heroes will expect their weapons to be upgraded as new weapons and armor becomes available. If you don't the player sees a cyptic comment from the hero - a hint tha

1 Replies 3,647 Views

[quote who="grimzag1" reply="4" id="2736938"] Building that library above should be a choice. Do I build the library and attract mages? Do I bulid a barracks and attract warriors? Do I delegate quests or persue them myself, and what are the advatages of each approach? Those decisions are fun to make. Whether to cast flame dart for 2 or call lightning for 3 is not. [/quote] Agreed players should have to make choices. Currently I build everything.

17 Replies 47,524 Views

I like your comments about hero's and having an inn as a place to meet them. That said, I would like to see the hero's exhibit a tad bit of a personality;a taste for loot, power or independence. Now I hire a hero and don't really care about them or interact with them. I would like to see the hero's give the player advice based on their specialty and intelligence. Perhaps a skilled cavalry warrior hero designs a cavalry unit for the player if they unl

17 Replies 47,524 Views

I wonder, a player's governing style that affect their relationship with their people? For example, is your kingom a strict religious kingdom (Spanish Inquistion), does it favor merchantile economy, is it a typically feudal society, an enlightened ruler or is yours a kingom where might makes right and fear rules the night (think Vlad the Impaler) or is yours a warrior kingdom that thrives on plunder. Will players be able to favor a particular diety or allow several

61 Replies 10,938 Views

The campaigns I like best is where your actions or inactions have a major impact on the world around you. Example 1. The PC hears a tale of a few giant spiders in a forest. If the PCs fail to deal with the threat they multiply in number and eventually attack the nearest village. If left unchecked they continue to multiply in number and expand their domain. I would like to see something along these lines in Elemental. The PCs hears news of spiders and if they fail to take action the sp

93 Replies 173,118 Views