[quote who="BoogieBac" reply="6" id="2508948"] Sorry boogie... No problem I like the ideas a lot...the more organic character we can give these cities the better. Also, to your second point, it'd to take an amazingly strong argument at this point to take city building off the main map. I'd personally fight that one to the bitter end. And I promise we'll be able to find solutions to any annoyances that may arise ('spidering', etc).[/quote] I'm not really a
Sarudak
Sorry boogie... You're right. The ideas are actually separate though related. I couldn't decide between making two posts and cluttering the topic list and risking thread confusion. I don't imagine what I'm saying as a complete replacement to the current city system but rather as a supplement to the city system though I still feel the current system needs some reworking. I hope you guys aren't offended by the criticism. I just feel your goal of being the sovereign of an RPG world and I want th
Actually I'm not really a fan of the incremental technology. The idea of something could be a technology and is global. Implementation and expertise is something I see as being local. One city might have developed excellent horse-breeding programs and another legendary smiths. This will encourage city development over technology development and will give cities much more character I believe.
To be totally honest I hate the direction that cities in elemental are moving. The idea of placing building individually and having every building be a discrete location in the city. Yeah it seemed like a nice though. But in the end it seems nothing more than no value added micromanagement and meta-gaming (spider-web cities). Furthermore the differences it creates in cities seems more cosmetic than anything. So the big question. What really does make a city unique and memorable? Simply put it
I think this really loses out on the heart of my idea which is that development of infrastructure and education of your people is far more important that 'researching' new 'technologies'. I don't think I've ever seen a game that has done this but i believe if done right it could be very fun and refreshing.
The way I see it my system would be more of a background simulation than a game unto itself. The player would not necessarily have to pay much if any attention to the development of technology. Whereas it would be very important for him to focus on the development of his people educating them and shaping them to be most efficient for the goals that he would like them to pursue.
Yes of course! That is the central idea that I had. However if my idea has any hope of making it into the game I think I need to present it in a more concrete form of how it could be implemented in game terms...
[quote who="GW Swicord" reply="4" id="2505350"] Quoting Sarudak, reply 2... Honestly I don't think for the technological levels descrided there really was much of any 'general research'. I'm not sure what you mean. I didn't think about levels at all when I read your OP. I just really liked what I thought you meant by point three and how I'd like to see a game with different map improvements for encouraging research vs. encouraging teaching.[/quote] Sorry. What I meant was th
The ideas will be produced randomly by people faced with a task that the idea could help them with. A farmer would come up with a farming idea. A soldier or general might come up with an idea for a kind of weapon (as might a blacksmith) or a new tactical idea. A hunter might have the idea of domestication. It is random but not entirely because the chance of an idea appearing depends greatly on the education, knowledge, and experience of the person who might have the idea. As well as environme
[quote who="GW Swicord" reply="1" id="2505318"] Great point. I've never heard of a TBS game with settlement improvements that distinguished between spreading practical knowledge and encouraging general research, but I'd sure like to play one.[/quote] Honestly I don't think for the technological levels descrided there really was much of any 'general research'.
Technology and research in the strategy genre has become stale. Games today use the same system that they have used for years. A TBS like this would generally use something like the civilization system. You choose a research goal and then your people funnel all their creative energies into a nicely packeted 'technology' that then has an instant beneficial effect all across your empire. I'm sick of it, and I see many other peope are too. That system may be slightly realistic and somewhat inter
What was that I heard about being able to walk around within a tile and interacte with objects there. I hope that's not going to be gameplay significant. I would really hate to have to zoom in on every little tile I went to and search for some little grotto I may have passed up otherwise that would give me the Singing Steel Sword of Death...
I think it's interesting that if you look at the real world being bigger isn't always better. Look at how well Japan has done with such limited resources. Germany came close to defeating Russia. Huge empires such as the persians and greco-macedonian empire of alexander the great collapsed. The realy problem is that in the real world infrastructure, good governing, organization, education, and many other factors unrelated to size play a huge role in sucesss whereas in games these measures are
One of the key things you guys really need to do first off is make a clear distinction between major cities and minor cities. Major cities should be large lively places and all of them should have significant character but a player should only generally deal with a handful in a game no more than a dozen perhaps altogether on the entire map (including major enemy cities) any more and they all kinda just run together. There is simply no way to have a hundred cities on a map and have each one st
It sounds to me like they're looking at spells be more like they are in demigod. Where each skill does a certain amount of damage and can have special effects but the damage is all the same no resistances to different types. I see advantages and disadvantages to the system. Demigod definitely needed to have this type of system because otherwise your demi might become totally useless against an opponent that was say immune to poison (Sorry Unclean Beast). That said I think it would give you mo
Where did you find that pic? What 'medallion' folder??
I really hope there will be a way to mod in alternate planes...
When I found out about this whole breeding thing my thoughts instantly went to Naruto. What if in Elemental there were a select few powerful abilities that could only be used by those with the right genes? In Naruto these were called bloodline limits. One of the most powerful of these was an eye technique called the Sharingan that allowed it's user to read his opponents movements and to copy any technique an opponent used. If a user had great enough genetic potential when he became skilled en
Damage effects should be separate from the actual damage type. Although certain damage effects should have an affinity with certain types and certain types my prevent some damage effects. Like poison (damage effect) would have a strong affinity to persistant damage and also an affinity to additional crippling effects like paralysis, blindness, weakness, etc.
I think frogboy is going in the right direction. Although I would still prefer more diversity in physical damage types. Really a damage type should be reflective of a fundamentaly different form of damage. I like GURPS in this way when it comes to damage types. The source of the damage does not define the damage being done. Getting punched in the face does impact damage. So does getting hit by a rock. Does it matter if the rock way thrown by a troll or magically propell
It looks like they already have a different system. I hope it would be possible to mod a completely different economic system though...
I really wish they would reconsider the whole city mechanics. I really would like a system that distinguishes sparsely settled frontier lands from civilized lands. Something that would prevent the whole world from being cultured and civilized by mid game. And one that felt more natural and RPG like in the land feel. I'm not entirely sure what the best solution is. But I know that it's not what we have now.
I like the idea. It's somewhat similar to mine which was to take more of a province view than a city view. And each province can have multiple population centers and resource structures. You have the option of spreading out your people more which is better for growth or concentrating your people more which is better for defense. The problem is that in all the games I've seen that use a province based system (Total War, Dominions, Caesar 2) the province borders are pre-defined. I don't like th
Honestly I don't like the way city building works at all. I think it clashes terribly with the feel they want associated with the game. From one perspectice cities feel far too small. At first a city includes only 8 'buildings' including houses. And that's for a city accomadating what 200 people? Then we get new tiles for more people but still only 4 'buildings' per tile. So then from that perspective each tile should be a small area logically. So when cities get into the tens of thousands of
Frogboy still hasn't unveiled their economic system that he said he was gonna show to us... To the best of my knowledge anyway.