HadavarBarak

HadavarBarak

Joined Member # 3052974
1 Posts 11 Replies 1,342 Reputation

An excellent analysis of [at least one of] the incentives behind expansion. Just like seanw3, I, too, am troubled by the AI's apparent focus on Pioneer Cloning Vats in the early game to the exclusion of much of anything else. I'm personally partial to an alteration in the taxation curve for new cities such that they begin by draining, say, 5 Gildar, don't break even until they reach Level 2 (so any taxation on a city of 50 population will return 0 Gildar), and don't hi

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[quote who="Frogboy" reply="77" id="3099611"]A lot of great suggestions seem great because they address the smoke but don't put out the fire. What I like about your posts is that you address the fire, not the smoke.[/quote] Aww, stop, you're making me blush. I'm the sort of guy who likes to decompose systems into pieces. I do a better job pointing out where the interactions are breaking down than in actually coming up with solutions, but hey, it takes all kinds.</p

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[quote who="Frogboy" reply="73" id="3099493"]You say mutually exclusive but how do you justify that? I don't think players would find it intuitive for having built say a foundary making the sanctum disappear. I also tend to not be in favor of buildings that just give resources (wasn't that the complaint about the merchant earlier)?[/quote] Justification is... complicated. Which is to say, impossible. I was just thinking of a way for players starting without iron or crystal to

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Early game production options, that's what we want to see! All right. In no particular order and with no particular insight into whether they'd unbalance things... --A trio of mutually-exclusive buildings, one of which provides +1 metal income (Sovereign's Foundry), another +1 crystal (Sovereign's Sanctum), and a third +2 gildar (Sovereign's Treasury). These could provide the stepping stones for a player in a resource-strapped start to build either the Cle

107 Replies 227,177 Views

Some great stuff here, both in Frogboy's posts and the community's responses. I'd like to clarify (in yet another likely long-winded post) what folks are talking about regarding the various currencies and hopefully decompose the ideas to their component parts. So, commencing decomposition... There are three different kinds of currencies in Fallen Enchantress. All three kinds flow in from turn to turn, but their relationship to the gameplay is different.

107 Replies 227,177 Views

[quote who="Frogboy" reply="25" id="3098213"]So if a unit hits but it's absorbed by armor, there's a 50% chance that it'll just be a ping which is displayed as a "Clink" that does -1 damage. Previously, the minimum damage a unit could do if it hit was the number of soldiers in the group (in this example, 3). Now, the minimum would be 50% of 1.[/quote] Does anyone else hear an angelic chorus? No? Just me? :-)

107 Replies 227,177 Views

[quote who="CdrRogdan" reply="23" id="3098199"]@Hadavar I know what you meant about ping damage. What I'm saying is that there is no apparently no minimum. The reduction in damage is a divisor not a subtractor. I was under the impression that an attack made a roll of it's value versus the value of defense and subtracted each other, but apparently someone digging through the code found it was something like attack*attack/(attack+defense). While it is possible to negate low damage attac

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Thanks for your response, Frogboy! More than anything, I'm glad to hear that you folks already have a lot of these issues noted. I dashed off the original post all at once, coming up with a lot of the proposals as I wrote; I'd originally called the proposals "solutions" but then realized that a lot of them could result in unintended consequences, which wouldn't make them solutions at all. So I'm sure I dropped some real stinkers into the post, especially in the "Food" section,

107 Replies 227,177 Views

Malsqueek: Interesting ideas, and if they could be done without too much trouble, they might provide a nice middle ground. I'd definitely be happy to see and try out such systems in the beta. bpal: I think you've hit the nail on the head. In this thread we've mostly talked about an integrated economy, but having two disjoint economies would work as well. The mechanical problems only occur when there's bleedover between two very dissimilar economies, which is what's

107 Replies 227,177 Views

Thanks for your kind words and suggestions, everyone! There's too much here for me to address individually, but I'll try to hit the most salient points. The biggest deal-breaker seems to be the shop, followed by the population growth suggestions that I made (artifacts, I admit, of not being able to tell whether the designers want city sprawl or few cities). On top of that, CdrRogdan made some points I want to address. The shop : The problem with the sho

107 Replies 227,177 Views

Well, I've played the FE beta long enough to believe that I have some decent feedback to give. Almost everything that I'm going to say already has a thread (sometimes three), but I'm hoping I can bring a little bit of my own touch to the discussion. There are some things I want to touch on only briefly, either because they've been talked about so much already or because the devs have indicated that they're in the works: AI. We all know it needs work. They&#3

107 Replies 227,177 Views