alway

alway

Joined Member # 2842056
10 Posts 590 Replies 17,655 Reputation

Something I would like to see would be golems... Not just stone golems, but something similar to the Fel Reavers in WoW, a mix of magic with machinery. Mixing magic with technology can have some very interesting end results, such as an army of magically animated weapons or a factory where work is done much more efficiently by mages assembling things telepathicly. Or small spiked metal balls propelled forward at a high rate of speed towards the enemy by channelers. Magic is good on its

36 Replies 26,625 Views

Another thing to keep in mind when you consider these effects: If you are playing a huge game, these spells will be fairly available by early-mid game relative to the amount of total time it will take to play. If when fighting one AI and the world is suddenly utterly destroyed, that could make it a real pain for the rest of the game. As in unplayable. The terra submersion is a good example of this. Even if the water itself isnt permanent, and goes down, it has still wiped out about 99% o

71 Replies 57,579 Views

The more simplified realism, the better. To many games use the RPS method, with little or no other factors even considered... Your earlier example in most games would play out as follows: 7 swordsmen run into 67 orcs. Swordsmen and orcs stand around and whack each other til noone is left on the swordsmen side (since most games do not have experience implemented for normal footsoldiers). Orcs win due to superior numbers. No tactics there, nothing done but 2 mobs runni

131 Replies 438,643 Views

The problem with the revenge on death idea is that a majority of the matches will be 1 player vs the AI. I personally dont see much point in exploding and taking half the AI kingdom with me, since their entire kingom, and everyone else's for that matter, is destroyed when you hit return to main menu. It just ceases to exist anyway, so except for AI spiting the player, I don't see much use for it outside of multiplayer. Multiplayer, it makes some sense... But in singleplayer, it does nothing f

52 Replies 141,508 Views

[quote who="landisaurus" reply="16" id="1934846"] I think you are putting a little too much thought into it if you are considering what is more accurate. Sure, teleporting a small part of someone's brain out of their skull is likely much easier to do than teleporting a meteor into earth's orbit from the kieper belt... But that isn't the point. Its about doing something in the flashiest method possible. As part of a video game I could watch a wizard cast mass-brain

71 Replies 57,579 Views

The trick to using magic effectively is by thinking of the most efficient means of doing something... Sure you could use fire to burn a bunch of peasants in one big incendiary pillar... But what would be MUCH more efficient would be to simply conjure a little bit of air straight into each soldier's brain. As long as you can conjure that cubic inch of air within an area of about a cubic foot accurately, it shouldn't be very difficult at all. That sort of accuracy is less than the accuracy

71 Replies 57,579 Views

Not exactly game ending here... but could be an interesting one... Conjure Antimatter - Creates one jar of magicly contained antimatter, an item which can be given to a hero. On death, the hero drops the jar, shattering it and causing a MASSIVE antimatter explosion with a few mile radius. Kinda sci-fi ish, but could be made to work; after all what is stopping a powerful mage from pulling a bit of antimatter from some paralell universe :) Oh, and at least one

71 Replies 57,579 Views

I find micromanaging to be entertaining in the start of a game, annoying at best by midgame, and an utter pain in the rear by the end of a game. What I do not like is how many games have a somewhat linear amount of microing... ie, when you build more forces you may have slightly reduced microing per unit, but overall a huge increase in microing required. Something I would consider a nice addition would be something on the order of a micro stamp... Record yourself doing an action, such as queu

3 Replies 3,989 Views

2^64=around 18000 petabytes... Hehe, now THATS a map! [e digicons]:smitten:[/e] But please, try and make patches which do not invalidate save files... that could ruin the purpose of such large maps. In SoaSE I would play some really big maps occasionally but would never get around to finishing them before a patch came and ate the file :(

34 Replies 38,150 Views