Tamren

Tamren

Joined Member # 3089516
14 Posts 641 Replies 813 Reputation

After some point it would have to be abstracted unless we get to play Elemental on a supercomputer. Luckmann and Smokie make much more sense if Luckmann is the Channeler of your army. They are two seperate units composed of one member each. Its not a far stretch to order Luckmann to dismount so that Smokie can fight at his side and go nuts without worrying about Luckmann falling off his back. -- Now if you scale that up to apply to a unit of 40 bear cavalry you have to

61 Replies 47,174 Views

When I was at PAX I saw someone playing Demigod. The big fortress guy has 3 towers on his back. I remember one of them getting upgraded to an archer tower and whenever enemies were near these big showers of arrows would shoot forth. Its a bit like that, only the archers can get on and off. They would be a seperate entity from what they are riding, even if the two act in combat together.

61 Replies 47,174 Views

The word Cavalry means mounted infantry . Take the mount away and what do you get? A footsoldier of course! Taking the two apart should not remove both of them from the equation. "Mount" simply means something you ride on. This can mean almost anything mobile. An Ent with a treehouse on his head could be considered a mount. "Armoured cavalry" is a modern term for tanks an other vehicles. To get the rider and the mount to work together and apart effectively you have to

61 Replies 47,174 Views

Simple enough this time. One thing we still don't know is how mounts work in the game. Are they things we get to sit on or do they have armour and attacks seperate from our own? If a bear gets its rider killed will it stay on fighting with the rest of the bear cavalry?

61 Replies 47,174 Views

Any and all updates will be in smaller chunks now, I don't have as much free time as I used to. Now it might have seemed so far that I am just having fun telling a story here, but it is entirely a demonstration of the same basic point. Once you quantify something then you can simplify it while retaining access to all of its inherent detail. The engineers are a great example of this as you will see. -- Time to fortify. The current position we hold as of now is simply

131 Replies 438,978 Views

Of course he has no time to talk. He is too busy spawning more awesome in the stardock pool. [e digicons]:frogboy:[/e]

31 Replies 127,771 Views

The thing I don't like about summing up damage and armour ratings as numbers is that it represents information players should not really have. Better armour performs better in combat because it just does, the material is thicker and stronger than weaker armour. Not because its a +2 instead of a +1. If you provide players with that information you have to dumb it down a lot to get it into a form that they understand. You as a player now have a pile of "dumb" information on hand, and having it

44 Replies 22,442 Views

Sorry for the lackof updates on both threads but I recently got my hands on Left 4 Dead. That should explain everything. One important characteristic about plate armour is that it has a modular design. You can wear just the gloves, just the upper arm or any combination of components from a single plate to a full set. This makes it incredibly useful at armouring people where they are most likely to get hurt. An archer firing over a castle wall is unlikely to get hit in the legs. So you

44 Replies 22,442 Views

Dragonlance does count as epic as far as I know. The whole series spans many books and there is a lot of offshoots to dig throught hat are directly connected to the main story. Has anyone read the Shannara series? I've only read one and it didn't make much sense to me. The Wheel of Time looks fun enough.

99 Replies 263,285 Views

The Empire system sounds really neat. It would be really interesting to have people drop in and out of a game that spans a continent and several planes.

25 Replies 74,021 Views

As long as we can all fend off wave after wave of enemies with our collective backs to the wall at some point I will be happy. Ive always wanted to play a true stategic tower defense.

25 Replies 74,021 Views

The effect tactics used in a fight have on the result depends entirely on how many people are involved. If you have a massive battle with 1000 vs 1000 what does it matter if one guy out of 1000 has sand in his eyes? Not much. But then, if you have 1000 men fighting a dragon and one of them manages to hurt the dragons eyes and blind it, thats a HUGE deal.

44 Replies 22,442 Views

Any system of encumberance should be directly tied into your system for agility. How much weight are you carrying and where? How far can you bend your joints? The latter point might seem irrelevant in most situations but if you can't lift your arms above your head, don't expect to be able to climb a ladder with anything approaching speed. Its the age old argument, mobility over firepower. Outside of static defensive situations mobility will probably win. Past a certain point the protection yo

44 Replies 22,442 Views

Given the customization that seems to be the core of the game, heroes wouldn't have set classes. What you call them depends on what they can do. So if you have a guy who goes pew pew pew with his longbow and leads an army then you would call him an archer general. The game would probably come with preset names to describe units created by the computer, the player would be able to use them as well. So a Pyromancer could just as easily be called a BarbeQ_Qer.

9 Replies 7,193 Views

Historical science is iffy by nature. For example it could be argued that lead caused the downfall of the Roman empire. It fits with the evidence, lead is toxic to humans and the Romans used it for nearly everything. Lead drinking pipes leeched into the water, wine was boiled in lead pots, heck they even used lead oxide (rust) powder as makeup. Some historians point to evidence that the higher classes of roman society were having difficulty with procreation and the higher you go on the peckin

131 Replies 438,978 Views

It would be great if our diplomats and assassins and traders and whatnot were actual units with personalities and skills. Your spies could be deployed in different ways. There is the invisible spy who no one can find. The chameleon infiltrator who no one notices. The plant who was there from the beginning, and so on. In most strategy games like rome total war you can send in an assassin but in the end all you get is a message about whether or not they succeeded. Imagine if you

22 Replies 11,721 Views

To ensure that we can at least use common terminology I will detail some of the concepts that make armour function. Im going to try not to be so long winded this time around, we'll see how that works out. There are 3 main concepts to keep in mind when dealing with armour: protection, coverage and balance. Protection is the collective ability for armour to absorb, disperse and redirect energy. All armour absorbs at least some energy. When an outside force hits the a

44 Replies 22,442 Views