So basically you want to configure the game scenario into a titanic world spanning game of tower defense? Cause that would be AWESOME !
Tamren
Armour actually should be seperate on the list of training. Armour is something that a soldier deals with every day so his skill with managing it would actually grow from the start and keep growing. Whenever there is a shift in equipment there should be a short breaking in period to adjust to the new stuff. So if your troops new how to use swords and they looted some bigger better heavier swords then they would need a couple days to adjust.
Knowledge once gained is not lost, but it can become rusty. Its possible to live so long that you forget something entirely, but such a long life isn't likely in a medieval setting, certainly not for a soldier. So if I train all my troops in physical fitness and a variety of weapons. They will be able to pick up any of those weapons and form a cohesive fighting unit. Now of course they would never get to be as good as a unit who specializes in one type of weapon over all else but that
Thats a great idea. Military forts that are "alive". In times of danger the civilian population would swell. If you wanted to found a city then you could do so with a significant head start.
[quote who="Skie" reply="11" id="1939377"]There are some great ideas in this thread. I especially love the idea of visual queues that provide understandable feedback about the units.[/quote] You may have noticed that I haven't yet mentioned either morale or hitpoints. The truth is I never had the need to. This mock battle is very "personal" and at no point did the battle involve more than 100 entities. Because of this we can spend a lot more computer time on little details like
Its possible to crosstrain troops into different weapons. The problem is the skills and experience for using one weapon will atrophy if not constantly excercised. It would make a lot more sense if we could train all of our recruited soldiers a bit in many different weapons, then pick the ones that excel and form them into specialized units. Plus it would allow us to differenciate between different weapons in terms of how hard they are to learn. A crossbow is very easy to use, a longbo
Neither Life nor Death are inherently evil. Death is simply the absense of life. Not un-life.
Given that you are alive at the start the game you have been born to parents to live in one of the few scattered pockets of liveable space remaining in the world. This means that you start with a tribe. But it IS possible that you could get kicked out and have to find another. Being a channeler you can keep the ground you walk on liveable so only and any followers would be able to travel to another liveable pocket. While it would be incredibly difficult, it IS a kickass way to s
[quote who="keithLamothe" reply="6" id="1938764"]A good thing to do at some point is resolve your desired mechanics into appropriately simplified models and then the individual pieces into more concretely terms of xml/c++ psuedocode. Not really for the devs to copy and paste, but it's much easier to guess if an idea is feasible if you can write the algorithm.[/quote] Thats a great idea. But as much as I wish it were so I don't get paid to do this so the amount of time I can spen
Units created/summoned by magic should be sustained by that magic. So you could summon some lions and they wouldn't need to eat. But you could also feed those lions and heal them to spend less mana on upkeep...
Its not that complicated, its just like making new units. I want spears for 200 soldier, do I have any in stock? nope, so I have to cart them in from the next town over. The time it will take for the soldiers to recieve new spears and put the old swords into storage can be measured in turns. If the army is on the move then it will take longer for the new spears to arrive and so on.
Units should have an inventory character doll just like most RPGs. The difference is though that putting a spear into the weapon slot means 200 men will be armed with spears.
Logistics in the field would actually let us loot stuff with easy. Every army away from home will need regular shipments of food and other supplies. In this case that means full carts arriving and empty carts leaving. After every fight some portion of the enemy equipment will be salvageable. On the same note, part of your armies equipment will have been broken, which requires replacement. So you could do multiple things after every battle, some examples: Gather up the j
Thats great! But its still in question whether or not I agree with myself. How far would you guys take this concept? There has to be a limit to what gets tracked after a battle. If there are 200 swords left on the ground they can't stay there forever. Either they will rust away or local people will gather them up and either use or sell them. Its probably not possible to keep track of every single battle site indefinitely. That said the bigger the battle is the longer its detri
That would literally scare off prospective readers 4 times harder. And the first post is also the title page that gets displayed no matter which page of the thread you are reading. You are of course right that its getting a bit large. As usual. In the past I tried making "part 2" threads but they never seemed to work as well. The tale grew in the telling and now the tale needs new pants. Any ideas? [e digicons]:S[/e] Then again we have already finished talking about how damage
gamersinourelement.com There you go.
[quote who="Frogboy" reply="2" id="1937531"]Until you've built up your charisma/diplomacy skills, best to stay the heck away from a dragon.[/quote] After 30 odd years of negotiations.... "Very well manling, you words sway me. I shall consider your offer of alliance. But first you must do for me a single task." "What do you require ancient one?" "Find me a girlfriend" [e digicons]8C[/e]
So where did we leave off? Ah yes, you just finished casting a very powerful spell. But thanks to my sense of humor and lazyness the spell description and name were not very helpful. So to get a better idea of what this does you skip the useless spell description and turn to the page that details what the spell does in terms of game mechanics. Unfortunatly due to the aformentioned lazyness I didn't fill this section out either! The enemy channeler can sense that a huge amount of ma
[quote who="Luckmann" reply="21" id="1938111"]When I research "HaxxOr Weapon 18" I want it to under all circumstances (except, arguably, expense/cost) be better than "HaxxOr Weapon 17" or "HaxxOr Weapon 15". Some would argue that the way it works in GalCiv2 is "intricate" or "advance", but when I have to look up weapon efficiency on a chart; my fun ends right there and then.[/quote] If you implemented everything I talked about here into a game, there is no question that the data will
Thats not to say that powerful magic couldn't make a city rise out of the ground. If not a city then a tower or fort.
Just think about it for a second. What is the path of logistics needed to arm a single soldier with a longsword? Well first of course you need the metal, then you need to forge it into a sword, then put it in a sheath so the soldier doesn't have to carry it all day, and only then can you give it to the soldier who marches off to battle. In reverse you must gather up fallen weapons and bring them home, this requires some sort of transport. Each soldier in your army can carry a small ex
Anti-logistics. Picking up a sword and bringing it home works just like bringing a sword from home to a fight.
If I have time I'm going to try making an army of space marines, just to see if I can.
3 words, rule of cool.
So when we left off we had a small group of elite human swordsmen staring down a group of battered inexperienced hammerorcs. The enemy channeler is starting to use his powers to strengthen his force. After a lightning shower some wolves appeared on the battlefield. The first thing you notice about them is that the group of wolves and the group of orcs are seperate units even though they have combined into one unit of mounted infantry. Mousing over the wolves results in a tooltip that