ToxDrawace

ToxDrawace

Joined Last seen Member # 3191214
0 Posts 28 Replies 9,800 Reputation

[quote]...(though this currently IS just for roaming creatures). - I can see per-turn mana costs adding data management overhead "why do I suddenly only have a max mana val of 5 when it was just 20?" But I can also appreciate forcing the player to make a significant, long term choice when casting it. [/quote] What if there was no per-turn cost for roaming creatures, but if someone were to charm a player's units, they would have to have a per-turn cost, perhaps based

50 Replies 123,941 Views

I think it is a really great idea. That way you can really add in feature by feature and we can really test things one at a time. It will get the game really solid and then some by the time it is released. And all those questions in the OP can easily be answered, assuming that the beta is given enough time to test out all the things we want. I am FOR the extended beta

252 Replies 594,643 Views

[quote]Quoting Paradoxnt, reply 16 If there were a vote involved, I'd vote for a Hex grid. However, I can live with squares. That about sums it up for me as well. Sammual[/quote] I agree with Sammual's agreeance

54 Replies 172,988 Views

which OS? Doesn't Impulse only run on windows? I guess you might mean xp, vista, or windows 7 when it comes out? It seems like a plausible idea, but I don't really know other distributors or developers that make their own computers. Its certainly a thought though.

75 Replies 227,864 Views

I have absolutely no idea how plausible this is, but do we even need a grid? Would it not be possible to give a unit a number of 'steps' and depending on if it is a person or a mount, each step is a measurment in distance away from the unit. I realize that if you want to step onto a specific space to say, attack an army, that could be problematic, but maybe it could be set so that you have a circle around your unit and that anything inside that circle can be activated. Again, I do not

54 Replies 172,988 Views