Scoutdog

Scoutdog

Joined Member # 3256839
37 Posts 9,249 Replies 1,243 Reputation

[quote]The player can be just as evil using high taxes to bring the same amount of gold. Citizens are going to be more likely to stay in a realm of high taxes compared to a realm of moderate taxes with very bad crime because losing family heirlooms and priceless antiques will hurt more than a sack of gold.[/quote] I wouldn't say that. People are actually going to be less likely to leave an area of high crime that you can protect against and hire private security and wards to protect t

42 Replies 123,782 Views

[quote]I disagree with chopping off fingers to feed the body... hence stealing from ones own kingdom when other sources exist.[/quote] You think that, and I think that, but the channeler might be a biiiiit less responsible. I think players should have the option to be evil if need be.

42 Replies 123,782 Views

The plausible-deniability point makes sense, but what I am saying is if this guy is loyal to the CHANNELER above all else (and he would have to be), he could be trusted to work within the kingdom.

42 Replies 123,782 Views

Why bother with naming rights at all? Just have everybody assign names, and have all the names show up on the map. For example, if I name a mountain "G'Nost Peak", and you name it "NT_Jedi_Is_Cool", both names would show up on the map pointing to the same thing. No confusion, no unfair naming rights, just the possible most obvious system.

73 Replies 286,698 Views

I diagree with some of what you have said, namely that you would need a 3rd party thieves guild to steal from your own people. The way I see it, the sort of person you would have as a master thief could be TRUSTED to steal from your own people because the channeler is NOT a citizen. Just because they happen to pay taxes to you doesn't mean you can't collect some fees that aren't on the books.

42 Replies 123,782 Views

No, he doesn't Wait, that didn't work. I guess he does.

127 Replies 436,373 Views

I think we should go a step further and have odd terrein features be an indicator of large and/or powerful dungeons. That is, of course, if dungeons are not immediately visible from the moment you see the title, which is also a good idea.

18 Replies 19,409 Views
Reply to Underdogs in WOM Ideas

You're forgetting defensive spells and wards. It night be easy for a mage to dissolve a stone wall, but he's going to have a LOT more trouble destroying a 20-foot tall ring of magical fire that surrounds a city.

37 Replies 118,283 Views

Banned for thinking that is outrageous. I sit near two jocks in my public speaking class, and trust me, our friend here is nowhere NEAR outrageous.

41,551 Replies 6,377,525 Views

The various "leaks" are actually a great way to keep up interest and increase purchases, as people are much more curious if you give them teasers. I just wish more devs would realise this... Of course, it helps to have a relatively small fan base, as Stardock does, otherwise you get besieged with requests. It also helps (IMHO) if you make players "work" to get the juicier bits like with the runes and terrein names hidden in the tooltip/url's of the medallions. Makes peopke feel like they

11 Replies 15,517 Views

Judging by the medallions, the types of terrein we will be getting in the original game will be: Evil (?), Deasert, Plains, Swamp, and Snow. Evil LOOKS somewhat volcanic, and I suppose impassible nterreins would not be included, but I doubt that the devs will add more so soon. Good idea, though.

18 Replies 19,409 Views
Reply to Underdogs in WOM Ideas

True, but if you put the emphasis too much on territory defense, you gwt trench warfare similar to the situation in WW1. I think we can all agree that WW1 was not that enjoyable or even that strategic.

37 Replies 118,283 Views
Reply to Underdogs in WOM Ideas

If by "technology" you mean spells, most definately! A lot of the GalCiv2 people (myself included) have been compaining about the complacency of minors basically ever since the game came out!

37 Replies 118,283 Views

I am not sure about the dungeon livability thing. From a realism (well, as realistic as fantasy can get, anyway) point of view, it makes perfecdt sense, but I have no idea how having ready-to-use (or nearly so) settlements spread out across the map would affect strategy. Also, I believe it is "wight" not "wright".

30 Replies 28,296 Views