Not necessarily. Your thinking of jousting lances. Lances didn't have to be huge and heavy because when they strike something they have the whole weight of the rider AND the horse behind them. They just have to be strong enough not to break on impact. Likewise a really heavy spear is not that handy on foot either. Too heavy and weapon and it will take too much effort to accelerate it and hence, inflict damage. Even the huge pikes used in a greek phalanx were used one handed.
Tamren
Too limited a system. A lance is just a fancy name for a spear used on horseback. All spears can be used one handed or two handed. You can give it a fancy name based on how long it is, and how it is used. But its still a spear.
Not entirely true. Bucklers are small shields that attach to the forearm. You don't need to hold it in your hand, so you can use whatever two handed item you want and still wear one. (or two).
Dawn of war: http://www.youtube.com/watch?v=SFkFo5SBx-g
Sounds good. But how would we access these advisors? Since you don't want a tutorial that would put them all in one place. Would you have something like a "help" button we could press at any time whenever something stumps us?
Sovereign would work well actually... Assuming the currency is some sort of coin. Our likeness would go on each one.
How about giving us a default, but letting us choose whatever we want? Its obvious from reading the first 5 pages that everyone would prefer something different. "gold" wouldn't make much sense because not everyone in the world would have a gold mine. In fact gold would probably be worth less than steel, because you can't make weapons and armour out of gold.
[quote who="Tormy-" reply="58" id="2580825"]This game will focus on magery..it would be kinda silly, if we wouldn't have proper counter magic. This is my opinion of course.[/quote] Yeah, so what were we argueing about? [e digicons]X|[/e] Kind of got lost for a second there. I guess your point was that we should at least meet or exceed the conventions set by EWM's predecessors. Because why fix what isn't broken? That makes sense. My point was that we should soften up the counters a b
[quote who="Tormy-" reply="53" id="2580717"]Yet another very simplistic and trivial example. You lads are talking about the "secondary effects" of a given spell. We are talking about magic schools here.[/quote] Tormy I get the impression that you want EWM to include the Same Old Crap or else its not going to stack up to its predecessors. You want to be able to say "Fire beats Ice, this is Truth". Hard counters between whole schools of magic. I'm trying to argue for a more open sy
[quote who="Iselwin" reply="47" id="2580186"]The same goes for spells. If I chose fireball over iceball for the sole reason it suit the target element best, you are doing it wrong. They should be fundamentally different.[/quote] Agreed. For instance, fireballs and iceballs are different because one is hot, and another is cold. This means you could use an iceball in combat without causing a forest fire. By the same logic you can also use a fireball to clear forest to make the land usef
[quote who="Tasunke" reply="44" id="2580072"]That being said, I consider all of the above to be considered part of Seige Equipment. As in, some units should have the ability to build a rope ladder (or regular ladder), or be a sapper/tunneler, or build a makeshift seige tower, or build a makeshift battering ram. ... its an option mainly for more lightly defended cities where the wall feels more like an arbitrary obstacle than a Strong Staging point for a grand defensive battle. For Grand
[quote who="Frogboy" reply="10" id="2578954"]For example, taking cities where the city has city walls requires siege equipment. A bunch of sword guys can't just conquer a city in that case.[/quote] Oh I wouldn't say that. You can do some surprising things with a rope ladder and the cover of night. They could also dig a tunnel. Or swim up a river that bisects the city (and creates a gap in the wall). If they really really wanted to they could tunnel under the walls with thier bare hand
Ya know, waaaaay back in the day when the suggestion forum only had like... 3 pages. I was worried we would end up with something overly simplified. https://forums.elementalgame.com/329603 Sounds like things will be taken care of :). Even if it doesn't ship with one, having the door open for such things will allow for some cool stuff. If Modders can turn Mount and Blade into Battlestar Galactica. Imagine what we could do wi
Hey Frogboy? I like the concept but I think the implementation doesn't make much sense. Let me explain. So say your channeler was a blacksmith in his former life. Not a weapon or armoursmith, just a blacksmith. Basically, 80% of your time was spent making stuff like nails and horseshoes. Now, when you become this massively powerful immortal ruler of an entire nation of people. How exactly does this lead to an increased production of horseshoes in your empire? You see... The Ki
I think you should rename everything to either "talents" or "traits". Things that are talents are simply things you are good at doing. These are the "generic bonuses" we keep talking about. You don't need to make a unique name for every bonus. Just give players a list of bonuses and have them pick the ones they like. Traits on the other hand have a profound affect on your character. The key is that each and every one has a pro and con associated with it. Every one. For i
I'm all for traits as long as they are gamechanging and not especially generic. There should be pros and cons with every trait. Even the trait of not having any traits at all! Master of Magic had a great system for this.
Most of what I could think of was already covered so I won't bother repeating. The one thing that sticks out in my mind was the spellbook system and player traits. Simply put, nothing else in the game had anywhere near as much of an effect on your gameplay. There was so much wonderful contrast between playing as a wizard with 11 spellbooks of a single colour. And a wizard with NO spellbooks and a bucket load of useful traits. As a "pure" wizard you had access to every
Gotta love simplicity.
[quote who="VicenteC" reply="24" id="2444183"]If it's like Baldurs Gate or Dragon Age, "Continous Turns" means nearly the same as "Real Time". In real time your units attack once every X seconds and in Continous Turns once every X turns, you are just changing second for turns (and both sides take actions at the same time). Maybe you have examples where "Continous Turns" mean something different.[/quote] I see what you mean now. Only a certain number of "actions" can be perf
I think your original point kind of got lost in there. What was it again? But still the problem is whatever we say now is based on speculation. Were going to be talking in circles until we get some concrete data to work on. "Continous Turn Based" can mean a lot of things.
[quote who="Demiansky" reply="12" id="2442555"]Uh oh, you do realize that Elemental combat is not turn based, right? Sure, in a turn based game its a lot easier to keep track of extra variables, but I'm highly confident that Elemental battles use real time pausable like the Total War series. As for axes, I would ideally give units armed with axes a defense penalty to compensate for their armor cleaving advantage.[/quote] It is turn based. At least what we h
Heh, see what I mean? This is where it spirals out of control. I get what you mean with the running in circles. Basically you are talking about the classic rock-paper-scissors balance model with cavalry>archers>pikemen>cavalry. In a real time strategy game like the total war series people protect thier archers with the pikemen while thier cavalry attacks the enemy archers. In a turn based game this is not possible. Cavalry can simply move around anything it doesn't want to fi
[quote who="Demiansky" reply="5" id="2439701"]I would agree with you, except you are creating a strawman argument that assumes that there will be no more depth to combat than the soldiers on the field. With a host of spells, heroes, monsters, and the possibilities of subtype elemental damage, the battlefield becomes fairly complex.[/quote] A straw man argument is an argument presented to distract attention away from another issue. "Simple combat systems suck and here is why" Is
I really don't like summing up attack and defence as a number. The game then becomes all about stacking force multipliers so that your total weapon score beats thier armour score and they take damage. It makes all other detail meaningless. Who cares if the enemy has swords? All I need is my +99 kilt of ultimate power and I am invincible. The problem with implementing anything more is that you have to go all out. Having 4 types of weapon damage is meaningless, unless you can match them
the 185.85 drivers are the best for 9? What does that mean exactly? 9 Series? Im going to be getting some newer games like Dragon Age soon and I'm wondering if I should update to the current drivers or just stay with what I have, which is the 185.85.