[quote who="Lord Xia" reply="58" id="3096184"]I think my big problem with research is that I have to research basic shit like pointy sticks and how to plant crops. I don't want to research that shit, shit that I need for having a basic functioning nation should be automatic. Maybe eliminate the first half of the tech trees? Or give the option of starting with those complete, like the first two or three rows. [/quote] After reading thorugh the pos
Sythion
I think this is a UI issue too. There would have to be an acceptably convenient way to access other weapons mid combat that didn't make switching a complete chore, because otherwise no one would do it and it would be a waste of effort. There also may need to be code changes to the way weapons and combat work together. Lastly, as you've already suggested, there could be balance issues. Bows aren't a huge conern of mine. What about weapons that improve
Complexity does not directly relate to micro management. Making something take less clicks does not make it less complex. 2 ways to do the same thing is complex, especially for a new player who has to get inundated with a multitude of systems.
Agreed. That might speed up my usage.
[quote who="Heavenfall" reply="7" id="3088260"]Imho it works great like it is now. I never felt I had an abundance of either metal or crystal, never "too much to use" in the mid-game or late-game if I had done my research in warfare (metal) or magic (crystals). [/quote] Seriously? Every game I've played both myself and all AI players have been super over-resourced. Everyone has unlimited everything it seems, so it isn't a powerful diplomatic too either. That's
True. Maybe new resources could be discovered to replace the old in neutral spots (if there are any)?
I'm not sure simply tweaking the numbers will work. Maybe it's just my playstyle or the permanency of armies (if you're careful), but when I get a new resource I tend to utilize it, build a set of units that I need, and then sit on my horde of goldironcrystalhorsewargs. If the influx of resources doesn't match this usage curve, you're going to have stockpiles, no matter what.
Right now there is about a 20 turn window where a newly acquired resource matters. During this time I'm feeling like I have to make tough choices and/or wish I had more (making me consider getting more). However, once I get what I need and stuff calms down, I find the resources quickly growing into a stockpile and becoming completely meaningless. This is bad for the game. Very bad. It's a pretty common thing in TBS genre, and CIV suffers from it too, but not nearly
I like each sphere having its strengths. Fire's great on damage Air's great for mobility (currently doing too much damage) Water's great for control Earth's great for defense Life's great for healing and growth Death's great for debuffs I want to see an Arcane or Ether sphere that is dedicated towards non-elemental things, such as force spells (pushing/pulling enemies), mana burns, counter
Do you do that everytime you allegedly poison someone seanw3? Do you sometimes try to get them calm so they fall asleep earlier? [e digicons]:troll:[/e]
Oh... you guys thought... hahaha!.. umm... NO! I mean like a cap... that produces mana. Totally.
I agree very much with this, especially the idea of having to choose between enhancing units vs. casting spells. Anything that increases the number of viable playing strategies is great for me! Of course, we might end up in a situation where the point is moot due to such an amassed amount of mana coming in that all spells can be cast and enchanted armor be created without any issue. It might be a good idea to implement a mana cap to fix this, possibly upgradable through
[quote who="seanw3" reply="13" id="3087403"]Right now it seems that the Civilization Tree needs to offer some unit traits that can make low level units competitive. [/quote] I think this is a great idea. Hopefully someone takes notice.
Winning a battle vs monsters without any champions, I believe.
I think that means we can agree that we don't want champions who are completely unstoppable at any point in the game? (late or early) You bring up a valid point about high level armies. I experimented a bit with the life spell the levels everyone up w/ insane mana production, and I definitely could have won with the armies alone (albeit, after I had already won the game by conquering a single nation with my champions). Should high level armies and high level champions be t
[quote who="Tasunke" reply="13" id="3087351"] Indeed. Which is why I think a global 'free' vault wouldn't be giving players too much of an advantage, yet would cut down a LOT on micro [/quote] Remember, this is going to require another UI change, along with another screen/menu. It's may require adding additional functions to get access to data that's not currently available at a global level. It's going to be another thing new players are going to hav
I'm sorry seanw3, but if we have that 3x or more turns nothing but champions are going to matter late game, unless their offensive power is nerfed so much that champions without a heavy init are useless. 2x was a stretch for me, and may need to be balanced. While it should be fun to have powerful heroes that can wipe out entire armies, doesn't that mean that no one should ever build armies? Isn't that the situation we're dealing with right now? I don't think
I don't want more buttons and stuff and thingies, so I'm kind of hesitant to agree that we should add one. MoM and FE are different games too. There are far more, far less awesome items in FE. In MoM I might have thought "This item NEEDS to go on my ranger" or whatever. In FE I'm like "Meh, that might be incrementally more useful than what he already had. I'll get it to him next time we meet." The instant need just isn't there, so this feature is not as valua
Dark Souls has the best system for this ever created, in my opinion. The scaling of each individual item would vary. One bow might be great for a character with super high dex, but another character might choose to have a bow with high base damage and no scaling at all. Not sure if we want something that in depth, but man is it fun making characters with this system :)
Like others here I agree that the idea of having actions slow down your next move is a great idea. It's also a pretty intensive change, and there's a certain burden of knowledge you're putting on the player. It's a non-trivial task to show how much an action is going to affect initiative in a clean way. For argument's sake, I'm going to repost my suggestion to cap initiative as a 2x bonus. I posted this in the kiting thread, but there wasn't much
I support changing the effects of initiative, but as opposed to having it only determine the order in a turn, I would rather see a softcap of 2x moves compared to the slowest unit in the current battle. Mathematically this could be accomplished pretty easily: Look at the lowest initiative and the highest initiative in the battle. If (and only if) the highest initiative > 2x the lowest initiative, normalize all initiatives relative to th
Sythion's three step process to fixing the kiting issue: Step 1) Fix initiative so champions can't go 3 turns in a row. It's currently just stupid OP. A VERY focused champion might be able to go twice in a row compared to a very slow monster. Step 2) Give monsters (and units) special abilities that allow them to close the distance. A fairly common charge ability comes to mind. Some monsters might still be kitable. That's okay. Step 3) Penalize dis
[quote who="smakemupagus" reply="2" id="3081475"]1^n = 1? I'm confused [/quote] He means O^n.
[quote who="seanw3" reply="2" id="3080868"]This bug will not be fixed... because Caravans are going away! Huzzah! [/quote] Huz-fing-zah!!!
Hard is still not too hard imo, but that has more to do with ai not considering how broken OP champions can get. As long as you can get your adventuring party rolling, you don't really need gildar, cities, research, troops, etc. Just destroy civilizations with 2 swords and 2 minds. Of course, if you're not able to get rolling due to poor champion options nearby your sovereign or a poor set of monsters to fight, then you will lose. It's more a gamble t