Default: Scale as you zoom, gives perspective of the world. Hit TAB Button. While pressed Scaling turned off, makes it easier to find thing if you are looking for them. I think going into the menu and switching is to hard, for usability, to constantly find things. No scale makes it easier to find units, but i dislike that they are bigger than my cities.
DPDLC
Just make it simple.From war games ZoC and overruns behave like this: When a unit enters a Zone of Control it must stop movement, even if it has remaining movement points. Except to attack the enemy unit. So any unit exerts a ZoC, units in forts just make it less interesting to attack it. Overrun, when you enter a ZOC and kill the enemy unit, wining by X%. You have completely demolished the enemy and can keep moving. Otherwise movement is done.
With Beta 2 getting pushed out and combined with beta 3. ( Since I assume you are not pulling in the release date). Is there going to be chance to get more testers in the Beta 1 phase? It sounds like with beta2/3 merged more things will be set in stone and less chance to contribute.
How about "WEIGHTED Simeltanous turns" as a catch up mechanism. Everyone puts in their orders at once, the one that issues the least # of orders goes first, then followed by the rest.
I think at this point you really really need to sit down and play some board games. Computers are very good at doing lots of computation and book keeping, however i find playing board games, is a good way to test out simple rules and get a feal of turn based combat. I suggest you guys take a look at Battlelore/Comand and Colors: Ancients. (Refining boardgame mechanics can be done quickly and visually, very easilly). Before damage types you have to
Disclaimer: I'm not in Beta. I get the feaking that the Soverign is powerfull entety comming out nothing to create the world a new. This sounds exactly like Supremme Commanders ACU. It that game (RTS) you have a giant robot teleporting on to planets with nothing more than a contrustor beam and nuclear reactor on its back, and a fusion cannon on its arm that can one shot anything. The commander can build buildings that eventually churn more a
[quote quoting="post"] Option B: Unit takes longer to be built. The issue here is how much longer should it take? If it’s only a little longer, then controlling resources is largely meaningless. If it takes a lot longer then it’s almost worse than option A because the player may be unaware that their main unit is now taking 5X longer to build because they lost control of their twilight bee apiary several turns ago. [/quote] You want to b
I must be missing something, i bought Sins of a Solar Empire when it came out and i must of misssed something.The Game feels toooo slow, even though its a hybrid 4x and RTS game. I don't know if its the slow movment of space ships, the early resource limitation or the inability to skirmish effectively, i find myself "waiting" for mitnutes for something to happen or reaserch. Now I enjoy strategy games likes Supremme Commander, HEarts of Iron and Turn based games l
Yes I think the game should end and that faction eliminated when their channeler dies. This is a more forgiving victory condition, if you are behind. Because you always have the chance to win if you could just get to the channeler, even if out numbered. that alone is a strong enough incentive to keep playing and keep fighting.
This is something that is partially missing from every 4x game ever, as far as I know. As far as I can see every sinlge game, had you had complete controll harvesting resources, or manufacturing and using it to build new units, research new technologies or simply store and accumulate wealth. Empire growth was exponential. However this is not how things always turned out in history. Why be a king if you can't live like one? Comission works of arts and monuments to celebrate your benevo
Sorry for showing up to argument late, seems like i missed it by a couple of days. Everything seems interesting so far, but I always wonder why are we in a command economy. Camp #5: Market Economy (Similar to #4) 1. Everything in Elemental is a resource. Food, metal, swords, armor, horses, you name it. 2. Resources can be processed into other resources. Iron Ore into a Sword. 3. Resources are always available throughout