[quote who="Frogboy" reply="19" id="3094751"] Quoting Sarudak, reply 16Can anyone make an argument why my proposed solution is flawed? Yes. Two reasons: (1) Most items in the game don't do anything to initiative. That is because the system is balanced around a bell curve so that most items have no effect on initiative to remove "screen dirt". Your solution would result in most items now having an initiative effect which would be a big negative to UI&
Sarudak
[quote who="seanw3" reply="18" id="3094627"]Just updated the OP with a chart showing how Tarth should get special weapons, armor and traits throughout the game. [/quote] I see you included my bolas idea...
[quote who="Stupidity10" reply="17" id="3094702"] Yours system is better than the current one, mage running around barehanded is better than running around with knives. I just think that what your saying is basically a new encumbrance system that depends on individual pieces and penalties instead of looking at the overall weight of a character, balancing the original system would work better. [/quote] No no. I don't mean: Is there any better ways to do it? I mean is there any
Can anyone make an argument why my proposed solution is flawed?
Nice. I think I might try my hand at a weapon/armor rebalance myself.
Now I know everyone and their mother on this forum wants unique techs for each faction and that would certainly be nice but lets talk about something that would be a little simpler and easier. If you've noticed each faction in the game gets a starting tech. So far so good. The problem is that the starting techs all take about 6-7 turns to research at the beginning. Therefore to counter a factions starting tech it only costs me 6-7 turns and then we're on exactly even footing. Let me e
They really need to make champions on the map MUCH harder to kill...
[quote who="Heavenfall" reply="63" id="3094306"] [quote who="Sarudak" reply="62" id="3094057"]Are these unitstats respected at design time? Like could you make a certain combination of items cause a penalty attribute (like plate armor and bows) or allow for adding a new attribute (like say tortise formation if you give the unit a sword and tower shield)? No, they are not.[/quote] This makes me sad. I think I am going to request this. The ability to have
Does it feel like all the units are the same regardless of what faction you play? That's cause they are! Brad has stated one of the primary goals right now is faction differentiation. Here's one idea that might help and make the game more interesting. Custom weapons/traits for each faction. This seems so simple and obvious to me that I really don't know why it hasn't been implemented. The key is to make them fit with the flavor of each race. Here's some eas
I really hope they at least consider this. It's an easy fix and makes so much sense.
I strongly agree with the idea that Level 5 cities should be able to build buildings that are game changing. Buildings that come with game changing bonuses AND game changing penalties. Some ideas. - Pact of the Titans - gives you a near godlike hero (like equal to the end quest guy) but the city is destroyed (possible?) - Temple of a New Age - Gives all your created units Hymn of a new Age an attribute that increases all their base stats and gives them very high magic resist.
So true story. I tried working at my computer, performing various household tasks and running across the room while holding a sharp knife and shockingly it did not seem to improve the speed at which I could accomplish ANY of these tasks! (Unless I was cutting something in which case it was very helpful) My point is weapons (unless they are magical artifacts) that improve initiative (make you move and act faster) are confusing and counter intuitive. They make no sense whatsoever. This
Are these unitstats respected at design time? Like could you make a certain combination of items cause a penalty attribute (like plate armor and bows) or allow for adding a new attribute (like say tortise formation if you give the unit a sword and tower shield)?
I'm sarudak and I endorse this message! EDIT: Real idea. What if Altar's heroic ability made it so that their champs all got full experience from battles? That would really change their play style!
I don't use plate. It's not worth it.
It's a style choice. Although I'm sure there's still a lot of art assets and improvements coming down the pipe the fundamental look isn't going to change.
[quote who="Aerion Istari" reply="1" id="3094018"]I especially agree with #3!! In fact, it's totally ruining my enjoyment of the game. Or if XP gain is going to be so slow, then champions need to get two picks on level up instead of one and more than 5 options to choose from. Perhaps the first of the two picks is stat change and the second of the two picks some skill, ability or magic upgrade.[/quote] Yeah I feel totally bummed when I FINALLY level up and I get a
First off I think the game is definitely getting very good. Other than the obvious balancing things and extra content for more interesting options I had a couple suggestions. 1. Make all world level improvements require production from the closest city. This makes protecting/razing them more of a big deal and means harder choices for your city build queues. (If you don't do this then at least make it so that they never take up the city build queue even i
I think it's definitely getting very good. Other than the obvious balancing things and extra content for more interesting options I had a couple suggestions. 1. Make all world level improvements require production from the closest city. This makes protecting/razing them more of a big deal and means harder choices for your city build queues. (If you don't do this then at least make it so that they never take up the city build queue even if they are adjacent to
Sins of a solar empire is made by ironclad. Stardock may be the publisher but they're not really in charge.
Guns vs butter. Don't take away the choice.
Improvements near outposts should either use the queue of the nearest city or take an extremely long time to build. I would prefer using the queue of the nearest city. The thing is they already have logic to determine what city gets the output of a given resource. This same logic should be determined to use who builds it.
I think a better though more complicated solution would be to make every improvement take up production from a city and the production speed would be influenced by the city's production. No more free resource grabs and protecting them/razing them would be more significant because it would cost production time from a city. Also it would me more production decisions for cities meaning more guns vs butter meaning more strategy. I think a win/win.
Premature optimization is the root of all evil... Or did you forget?
Anyone see this?