Robbie.Price

Robbie.Price

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

[quote]Actually - this isn't true at all - check out the example with the warriors and the trolls. The warriors outnumbered them 2 to 1 and attacked first, but the trolls won 100% of the 500K simulations with minimal losses. Both large and small unit sizes have merits. It's a lot like playing Warhammer or something - its about small groups of "expensive" models vs. large numbers of "cheap" models. In this system, a champion could still realistically kill a large horde of minions just by virtu

21 Replies 18,789 Views

Goodmorning all [quote]Heh, honestly I rly like the Idea of Champions having more dice with higher level. (lv 1 having 1D20 and level 10 having 10D2)[/quote] By the time you're rolling 10D2, you really are wasting processing time. and it's not intuitive the curve you'll get as a result [quote]Bad idea. A level 10 has fewer chance to get a 20 (10d2 has fewer chance to get 20 than 1D20)

130 Replies 3,365,352 Views

I understand what you are saying with large numbers of troops overwhelming a hero. But if we consider the Genra: Gimli the dwarf killed 43 orcs http://www.youtube.com/watch?v=C1s4Tr7Ag9M and looks like he got bruised a bit. In the book Destinies Embers Heroes take one 5 or 8 people at a time and emerge unscathed, and march through armies of dozens alive and well. It's perhaps unrealistic to

21 Replies 18,789 Views

You might also want to look at my suggestion on Squads https://forums.elementalgame.com/394023 Where I try to make it so that Heroes in the late game you can make Units of almost any size which are strong against Squads of any size. IE you can make a 12 person team that almost always beat s another 12 person team, but does not fair well, against a loan hero. or a Team of 2. The resu

3 Replies 4,805 Views

Goodmorning, Sorry for the confusion. The idea boils down to this, Time is broken into bits, each bit is only long enough for a fireball to explode, or a person to swing a sword twice, or an arrow, maybe 2, to be fired from a bow. About 3 - 6 seconds. In those 3-6 seconds you can't be hit by 16 people, 16 people can't stand around you and swing swords at you in 6 seconds. Targets: In 6 seconds you can be hit

17 Replies 18,279 Views

Goodmorning all [quote]I suppose the reason I'm not fond of the city level limits is it really penalizes you for research high up the Civics tree early on. I mean most of the early techs I get require level 3+ cities with a few level 2 items in there. It's very easy to unlock stuff you won't even be able to build for another 40+ turns which I think is a terrible design of the tech tree. While the other trees you can use most of the stuff right away as long as you have the resource

3 Replies 4,189 Views

Goodmorning all [quote]Your desire for more predictability would accomplish just that - make things more predictable. In some circumstances, that means you have no chance of losing, and in other circumstances, it means no chance of winning. To me, that's incredibly boring.[/quote] I think you misunderstood what I am going for, by using a Gaussian you can control very precisely the amount of randomness you have in the game. If you use narrow Gauss

130 Replies 3,365,352 Views

There was some talk about maybe fixing it for spells. But your right I've seen no response for fixing it for the melee or archery. I suppose we'll find out mid next week when the Dev's are back in the lab, or maybe they will continue to happen to not see these requests. Robbie Price

130 Replies 3,365,352 Views

[quote quoting="post"] I have now played a bit with the game, and I have come up with some remarks on gameplay and enjoyability. First of all, I've yet only played in easy mode, but I believe that it doesn't impact any of my remarks. I have begun several games (most stopped short because of an update which made previous games obsolete.) I will sometimes refer to MoM as this is the assumed reference for this game. [/quote="post"] MoM is a reference fo

3 Replies 5,196 Views

Goodmorning all, Not surprisingly the book contains stuff you just can't do in the game; some because it's too hard to possibly conceivably code other stuff, well because it isn't there, but it should be. Note I assume throughout a system like https://forums.elementalgame.com/394023 for tactical I've only read the first 3rd sofar. but. I want to be able to craft spells into

0 Replies 4,911 Views

Goodmorning, Your method is quite mathematically well thought out, but it is not very transparent. You've added Defense, armour, and damage but now have to calculate 7 things to solve a combat roll, and i can follow the math and work it out, but I'm a physics grad student. From a pure mathematical sense I really like your model but from a Gameplay sense I find it a bit heavy. I would really like to see a full worked out battle using your sys

4 Replies 6,745 Views

The system would be good, but by the time you add in all the special effects you want to use, chose the number of 'swings' or targets you want to be able to hit, chose your element, slide your damage and your accuracy, and who knows what else . . . you've been clicking and sliding for 2 minutes to cast a spell. OUCH. now you could do this outside the battle, and customize your spells from spell components like you customize units that you build

11 Replies 40,554 Views

[quote]You do realize the game is called Elemental: War of Magic right? Right now it feels like Elemental: War of wandering monsters and cantrips.[/quote] What a quote , that really sums it up.

36 Replies 106,553 Views

This was initially discussed at great length during the beta, with spawn points hiding darker and nastier things at each level, or being able to. So you might wipe out the spider nest, only to discover that the spiders were only there to feed off the escaping hobgoblins from deeper down in the cave, which when you beat them turn out to be the slave labor camps for a troll infestation further down who work all day and night to keep the demon lord at the bottom of the cave app

6 Replies 8,153 Views

Goodmorning, Can you think of any benefits there might be to building in the different terrain types? If it's only negative there isn't much strategy. Perhaps Hills cost more to build on, but less to maintain *less heating because the hillside itself provides insulation*, or defense structures on hills add more defense then otherwise. Just thinking. Robbie Price

4 Replies 6,514 Views

Goodmorning all, [quote who="Dark Snathi" reply="3" id="2740654"]Bell distribution maybe?[/quote] I suggested at https://forums.elementalgame.com/392880 why Bell curves are the way to go. Rolling on every attack for to hit or not is great, but when you've got a dragon hitting you with 90 attack, you're going to be bowing down before the RNG asking for it to roll it's mighty die ... alot. the en

8 Replies 8,161 Views

Goodmorning all, I Agree with Robbert and Nathikal, Some spells need to be redesigned to hit multiple units within one square, thus scale with the size of the army being hit. I took the liberty of extending the concept at https://forums.elementalgame.com/394023 by formalizing it. Under that system Fire Bolt would have High Attack, High Damage, but 1 strike and 2 rerolls. and

36 Replies 106,553 Views

I've Gone around and collected some suggested abilities from lots of different posts, Both to compile them, and were possible/needed describe how they would be achieved in game using my suggested system. Suggested system found at link. Please suggest other Abilities, I will attempt to edit them in and implement them into the 'attack, damage, def, armour, targets and swings' model. Fly , Can only be hit with Ra

0 Replies 3,625 Views

IN this i am assuming a system like https://forums.elementalgame.com/393907 has been implemented. The Problem: There has been a lot of complains about squads being overpowered. That in the late game the only thing that matters is how many squads with 300 attack and 400 Def can you field. There have also been numerous complaints that Spells, especially direct damage spells SUCK in the late game.and there have bee

17 Replies 18,279 Views

Goodmorning all, This is a well thought out system, some thoughts/addendums It lacks the distinction between Blunt and piercing damage, which i think aught be kept. War hammers being blunt, are best resisted by armor which protects against bludgeoning. To prevent a flood of extra parameters, I would suggest that: Def remain constant or near constant. -1 if equipment is all one type and attack is a differen

1 Replies 4,947 Views

Goodmorning All [quote] Make city improvements a civilization wide pool (like resources). Additional city improvements are unlocked based on population breakpoints (kingdom wide population total, not city specific level for the breakpoints).[/quote] [quote] 1) Making city improvements a universal pool seems intuitive to the structure already set up in Elemental. Also, from a role play friendly prospective, it would make sense - buildings are limited by those individu

1 Replies 19,129 Views