Tamren

Tamren

Joined Member # 3089516
14 Posts 641 Replies 813 Reputation

It does matter. In short the chinese spears you are referring to are often made of bamboo. Give the same martial arts master a european pike meant for killing horses and ask him to pull off the same moves, it just won't work. The design of the spear and the materials it is made of are what determines the range of movements you can do with it. The european version and certainly the sharp stone tied to a stick version are MUCH different from the one used in traditional martial art

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[quote who="Tiavals" reply="3" id="1930834"]Have you perhaps played King of Dragonpass? It is remarkably similiar to what you have described..... What I envision is a fantasy world that is already developed, unlike Civilization 4 where you start from the neolithic age, here there already exists a multitude of kingdoms that have existed for as long as a thousand years, for example. .... [/quote] Never played Kings of Dragonpass no. The key to the system is the scalability. We don't kno

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1-2: Effects of scale on warfare Some things in warfare remain constant. A spearman is a guy with a pointy stick that pokes holes into his enemy until that enemy is dead. This basic plan of attack never changes so long as the spear is his weapon of choice. However the numbers in which his kind is deployed and the quality and design of his equipment greatly affect how the spearman performs on the battlefield. Lets start from the very beginning. Assuming we begin the gam

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Edit: Did some spellchecking and moved some stuff around. --- Right now we don't know much about what the developers are planning but we do have enough info to get the gist of it. Basically there was a world once, a sandbox if you will. There were a bunch of gods who acted like children and set the sandbox on FIRE. A long time later us ants poked our heads out of the sand and a few smart individuals discovered that they could use the tools the gods left behind to shape the lan

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Edit: Eep thats a bit big, let me do some editing... Whenever I play games I always have this little voice in the back of my head telling me how things could be improved. Every now and then a game comes out and I feel inspired to contribute. I should warn you though that the last time I did this in earnest I created a monster which you can find here: http://www.warhammerallia

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[quote who="Therlun" reply="5" id="1929546"]MoM was a great game no doubt, but the fantasy setting was pretty generic. What made MoM great was successful design of game mechanics and pacing... something that has little to do with a license.[/quote] Id say its success was a combination of everything, setting included. Sometimes generic is comforting. Our elves have pointy ears, okay thats great. If you try too hard to change that formula you run into Our Elves Are Better Than Your Elve

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Indeed. I once had to explain to someone why thier space combat system didn't work. The gist of it was that combat takes place at a maximum range of one light-second. (300000km ish). It takes 1 second for light to travel between you and an enemy target at that range. So when you see a target you are actually seeing it where it was 1 second earlier. A laser weapon will take one second to reach the target, so there is a two second gap between when you fire the laser at an enemy based on where t

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Thats a shame. Im beginning to feel that all of these old classics are never going to get thier due from the new generations of gamers.

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Elemental is Master of Magic's successor in spirit if not in name. I had high hopes for a sequal, I was even inspired to write many pages of ideas, most of which were IP dependant unfortunatly. But now, any hope for MOM 2 has to be tossed out the window, at least for now. Does anyone know why the negotiations didn't work out? I heard about it from many sources but none of them matched each other so I don't know what to believe.

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That is very easy to explain: Plot Armour. We wan't pretty explosion in our sci fi tv shows so when some fireworks are needed then the most convenient ship goes kaboom. The reason carriers are not nearly as powerful as thier naval counterparts is a combination of two main factors. 1. Naval ships sink. Poking a hole into a naval ship is pretty easy with modern technology. One bomber could easily sink many carriers and carriers carry many bombers. Once a ship sinks below the wat

38 Replies 189,985 Views