Robbie.Price

Robbie.Price

Joined Member # 2782123
41 Posts 247 Replies 15,400 Reputation

I find it somewhat . . . disturbing that the world knows what scrolls you've read? You just learn about the next level of adventuring tech, and then the world is suddenly full of new notable locations, and new monsters start spawning. It's as if the destructive forces of the world are waiting and saying to each other 'can we go yet' 'no, nobodies read and understood the third scroll of the late king ____' . . . 'can we go now?' 'He only touched the scroll, relax he'll read i

4 Replies 6,726 Views

Does it bug anybody else that heroes don't have any personality or reason to be other then to walk around until they are bought? What are these people doing, and why are they willing to drop everything to join you, and once they do why are they infinitely loyal? Some heroes should have goals, things they want to achieve and they won't join you unless you offer to help them do that, and they'll leave if you don't. Other heroes should just not

18 Replies 14,480 Views

I'm not saying that a Russian army (every male between 10 and 70 in the country, untrained and practically equipped) will necessarily fall to a lone guy just because he's a hero. in terms of the calculations there should be a $$ value associated with leveling up. so when you compare a level 10 hero with a size 16 squad you are taking into account the full cost of the squad(and it's levels) and the equipment, highering cost, levels, and spell bonuses of

17 Replies 18,280 Views

I would prefer to use Gaussian damages, rounded to ints. Then you can devide all those damages by 10, (or at least 5). so that the damage goes between 2 and 8. Ofcourse you'll also need to change the defenses to match. If the system remains even remotely similar to the current system rolling on 1D40 is just painful to watch. Of course I would also add a few more columns, Attack(to hit modifier), swings(almost all cases 1), and nu

1 Replies 3,854 Views

Goodmorning all , [quote]One point I find notable, is that this system seems difficult to produce realism (note: realism for its own sake is not particularly desirable. However, as a gamer, I've countered countless cavalry charges with entrenched pikemen. This is something I'm used to, and forcing me not to makes me "relearn" the dynamics of the battle system.)[/quote] I don't see why or how it fails to produce the desired cavalry charge weak agai

17 Replies 18,280 Views

Goodmorning, The extra rolls does add complexity, and perhaps is unnecessary, but it makes it a lot easier to differentiate between weapons. Bows get very high rerolls, Poleaxes and hammers get none. This allows the game to better specialize units. If you want to hit one guy, he's got very few 'targets' you want to hit those targets with 100% of your force so you want no rerolles.&

17 Replies 18,280 Views

[quote]We agree with you. It's going to be modified coming up.[/quote] Great to hear. Thank you! and also thank you for posting that you've taken the point on-board it's so hard to tell what the devs have and have not agreed with. One small request, any hint as to what method, solution, you're going to try? or what methods you're considering? Thank you again. Robbie Price

130 Replies 3,365,374 Views

I tried to do something like this with Big - Medium - Small That equal cost armies Big armies kill medium armies, Medium armies kill small armies, but small armies (like heroes and groups of 2) kill Big armies. I then added a twist for a little bit of extra money you can reverse the direction so just because an army is Big doesn't mean Small can beat it. It might be build with the reverse weaknesses. <br

8 Replies 7,320 Views

There is a slight difference between weapon types. Peircing, blunt and slashing, i think. Armour of the same type deflects better and armour of the wrong type rolls 0-N rather then always rolling N. Also some weapon types give + combat speed or - combat speed. which in part mimics what you're going for. You might want to read https://forums.elementalgame.com/394023 where some more

1 Replies 4,344 Views

Goodmorning all, Stealing from the linked forum post I would like to suggest the following total makeover of the magic system. Non pre-set spells. spells would be made by the user, during the game in the following manner. 1 choose the size of spell cattrap - 2 components, minor - 5 components, major - 12 components, world shaking - 24+ components 2. Choose the co

2 Replies 5,211 Views

I would really like to see a poll about combat mechanics. 1. I like the current system, and don't want it changed 2. I would like to see each attack of a squad handled separately (12DN damage), heroes buffed so they can have 200 attack and 150 health to keep up with Squads 2A. I would like to see the above, but with Gaussian based rolls, because rolling 12 dice is just confusing the issue. 3. I would like to see to hit, and to dodge or deflect separ

0 Replies 4,144 Views

I think when fighting monsters death aught be the expectation. But when fighting another faction most of our notable units should be taken as POW's / slaves (depending if your empire or kingdom). Those POW's or slaves can then be used or traded. I also think that mundane units also should be captured and made into slaves, Certainly their equipment aught be captured and melted down for it's metal or sold for some of it's value.

22 Replies 14,669 Views

Goodmorning all. I did some work with Attack and Def, (to hit and to dodge) I found quickly that the question: "Is Attack larger then Def" when attack and def are rolled on Gaussians was much to sensitive to the mean difference unless the gaussians were very wide. Ie If Attack = def, you have a 50/50 hit rate, unless one of the gaussians was very wide, say 6 or 8, attack = 1 more then defense gave a 70/30, hit/miss rate. Now gaussian

17 Replies 18,280 Views

[quote]For now, I'm rather in favor of (An-Dn + A/2)/2 = damage with A being max attack and with An and Dn being the actual rolls.[/quote] The only real problem with this that i have is it WILDLY favours stacks of 12 units. If a units attack value exceeds 4, then each attack will always do at least one damage, regardless of how much armour the defendant is wearing. Think plebs vs nights, no amount of kicking and punching is going to do damage under plat

130 Replies 3,365,374 Views

Goodmorning all [quote who="StillSingle" reply="77" id="2753976"]An implementation of Critical Hits are in the game. Just pick the right trait to get 3% chance to IGNORE defense!!! [/quote] You mean ignore 'Absorb' or 'armour' depending what word you're using, 'defense' everybody seams to agree means you ability not to be hit. That being said, In my view nobody should be one hitt

130 Replies 3,365,374 Views

Goodmorning all, My problem with the current system isn't that Stacks of Death are unkillable. As you said, a certain subset of spells (which some people say are overpowered but meh) can take out the Stack of Death. My problem is the linear hierarchy. 2 beats 1, 4 beats 2, 8 beets 4, 12 beats 8, 9 casters dumping 360 mana into the battlefield beats anything. It's too direct, too arms race. i yo

17 Replies 18,280 Views

[quote who="sagittary" reply="16" id="2751896"]Perhaps add an additional, more abstract, concept into the model. The idea of notability (to use an existing Elemental term) or force multiplier (for a modern term). The reason special operatives or Spartans or heroic characters devastate aren't attack strength, defensive strength, or whatever. It's training and/or 'specialness'. More so in fantasy worlds, a smuck from a farm (Willow, Frodo, what's his face from Black Cauldron, any number of fant

21 Replies 18,791 Views

Using really rough assumptions Assuming Bone Ogres have Combat speed 1, and are carrying a tree, or most of a tree for a club, we're talking three strikes. probably 2 kills each so each round of battle the ogres would kill 8 - 10 warriors. Ogres area about 2.5 times larger then humans, so we're talking 16 'targets' (human = 6 targets) each, or 54 targets all told. Low defense but very high armour. . . Warriors

21 Replies 18,791 Views

Goodmorning Gnilbert What I was getting at with the cost of trolls is that when I compared or compete two armies I try to use combatants of the same approximate cost. Showing that an army that cost 5 times more can defeat a cheaper army doesn't really show much. What i want to see is how your system works when equal cost armies compete, but one army has 10 guys, and the other army has 140. If the two armies cost wildly different amounts you

21 Replies 18,791 Views

From https://forums.elementalgame.com/394530 I declare Victory is ours " Battle Improvements <span style="background-color: transparent; font-style: normal; font-family: Arial; font-size: small; vertical-align: baseline; f

130 Replies 3,365,374 Views