KellenDunk

KellenDunk

Joined Member # 3375312
11 Posts 685 Replies 10,410 Reputation

[quote who="zigzag" reply="14" id="2421579"]I think RTS games get a bad rap from TBS players who discount the mental acuity it takes to make decisions at the rate that progamers do. That said, Elemental's battles should be TBS. [/quote] If you mean the mental acuity it takes to memorize and repeat a sequence of tasks and to train yourself to do them very quickly, yes. I agree.. After watching a few professional matches of Starcraft for example, everything is decided

24 Replies 16,162 Views

[quote who="pigeonpigeon" reply="67" id="2421503" Again, my point is not that each and every one of these games should be planned for Elemental. My point is merely that none of the above scenarios can be done without magic resistance types, except possibly via horrendously contrived and convoluted means (which would be significantly more complicated and confusing then just having 5 or 6 magic resistance types). [/quote] I thought you wanted magical Damage types! Make

151 Replies 78,266 Views

[quote who="Tridus" reply="60" id="2421311"]Quoting VicenteC, reply 57Quoting Tridus, reply 54 Congratulations, you've defeated the a good deal of the point behind having customizable units. Nope, only of magical damage types and resistances and the "logic" behind "fire makes more damage to water" and so on. No, you've wiped out the whole thing. What are we going to be customizing, exactly? We've got one kind of offense units can do (physical). So we hav

151 Replies 78,266 Views

[quote who="Raven X" reply="58" id="2421269"]Ok, I understand where those of you saying "it's not original" are coming from. That's true, but, think about this. Why is Elemental what it is? Why was AoW what it was? All these games are based after MoM and the other old school strategy games right? Those games all did SOMETHING right. If they didn't we wouldn't have played them and we wouldn't be looking forward to Elemental now. All these strategy games follow some kind of rudimentary formula.

151 Replies 78,266 Views

[quote who="pigeonpigeon" reply="38" id="2420143"] Why should my smithies shut down just because I'm not training troops at the moment? Why should me lumbermills stop producing lumber just because I'm not building anything that requires wood? It makes sense for time-dependent things like labor not to carry over between turns, but wood? Iron? Wheat? You make/gather them, and they're there until you use them or they spoil... If you remove storage completely, then there is nothi

53 Replies 178,747 Views

[quote who="Tormy-" reply="34" id="2419380"]We gonna have a morale system? We don't know anything about this. The same is true about fatigue. [Hopefully those will get implemented of course...] This is a fantasy TBS game. Spells, monsters etc. you know. So it would be a big mistake to leave out the magical dmg types and resistances + immunities. 1. It makes the combat system much more interesting 2. It makes the spell system much more interesting. [The other Sovereign is

151 Replies 78,266 Views

[quote who="leeboy26" reply="32" id="2420017"]Quoting Frogboy, reply 30 In your system, can production be completely cut off e.g in a siege or does the town always recieve one metal per day? (sorry if this has been answered I'm fairly new here!) [/quote] Preventing caravans from arriving in a city would significantly slow down production from my understanding of how this works.

53 Replies 178,747 Views

[quote who="Teucrian" reply="20" id="2418667"]Quoting Frogboy, reply 11I think I agree with you guys. Resource storing = bad idea. Let me talk to the team. When you guys say resource storing, are you talking about stockpiling in general, or stockpiling in a particular city? [/quote] I mean stockpiling at all. Bonuses to production time and reduction of monetary cost are all that's really needed. If you aren't meeting food production your

53 Replies 178,747 Views

[quote who="SolarBall" reply="29" id="2418564"]Physical dmg types are good to have, but I don't mind if they won't implement those. [Even tho I hope that we will be able to mod them in.] As for magical dmg types [ice/fire/shadow/etc] & resistances/immunities....they must be implemented or the combat system will be dumbed down/primitive.... You, and most other people arguing for lots of damage types, do remember that there is quite a lot of game outside of

151 Replies 78,266 Views

[quote who="NTJedi" reply="33" id="2418512"] As mentioned earlier a fire spell and the fire element are two separate pieces. Fire Resistance is used for reducing/decreasing the effect and secondary effect of the fire element. Naturally 100% fire resistance shouldn't help against a fire spell such as Solar Burst which can blind a single enemy. [/quote] How do you separate fire spells from the fire element? I think the most that should be do

38 Replies 49,183 Views

[quote who="NTJedi" reply="18" id="2417050"]Quoting KellenDunk, reply 17 Fire destroying armor isn't anything like damage types. Damage over Time isn't anything like a damage type. Lightning spells firing quickly isn't anything like a damage type. It's just spell variety Wrong... these are types of damage and all of them can have nothing to do with spells. Fire damage can be from a torch, lightning damage can be from a storm, etc., etc.,&nbs

38 Replies 49,183 Views

[quote who="NTJedi" reply="16" id="2417032"]Quoting KellenDunk, reply 15 Your answer is about making a variety of fun and useful spells, not damage types. Poison damage, Heat/Fire damage, Cold/Ice damage, etc, etc, are damage types. [/quote] Fire destroying armor isn't anything like damage types. Damage over Time isn't anything like a damage type. Lightning spells firing quickly isn't anything like a damage type. It's just spel

38 Replies 49,183 Views

[quote]B} Stardock said limited damage types because there's no fun with other damage types. *IMPROVEMENT: We need multiple damage types not only because of creature/unit mythology, but also because of the multiple terrain types. First the importance of poison damage allows for a slow death instead of the usual *wack* units dead... this slow death also adds fun giving the player a chance to still save the unit. Second cold/ice damage can have the effect to slow targets caus

38 Replies 49,183 Views

I agree no storing. we could create buildings that model storage for example a warehouse for iron may just reduce the time it takes to produce units that have iron weapons.

53 Replies 178,747 Views

You don't really NEED magical damage types. I think there are plenty of other ways to do it that would be more fun. I worry that damage types for spells makes each element a clone of the other. Fire damage spell, ice damage spell etc.. If you want some units to be damaged more by some spells than others you can make that a part of the spell. What is better than damage types is making sure that each element is completely unique from the others. &nbsp

151 Replies 78,266 Views

So many people asking for damage types, but I don't think they're necessary. Even with the magic casting. What would be far more interesting than damage types for spells is interesting effects that define the nature of the element type of the spells. Fire spells do lots and lots of damage for example, water spells could have ice that slows units down. I'd rather have a variety of ways to USE magic than a variety of damage types. Damage types don't add

208 Replies 742,937 Views

[quote who="MT Silver" reply="16" id="2414188"]Never understood the sudden popularity of Twitter... So... Useless [/quote] It isn't useless. It can be handy for things. For instance my Warhammer guild was using it to call for reinforcements. We all followed a user and also the officers had permission to make new posts.

39 Replies 23,851 Views

[quote who="Wintersong" reply="55" id="2414036"] About "Eye Candy", to be able to select the gender of our troops with no more effects than just the visuals (which at least I'd like to get that) is nothing more than Eye Candy. It means actually nothing because if has no real effect in game and therefore could be completely ignored from the game as "a waste of resources". Customizing your Sovereign could somehow have the same flaws but at least is considered a "fun factor" tha

58 Replies 37,399 Views

[quote who="Luckmann" reply="14" id="2413710"]Oh noes. Imagine the horror if he'd install it on a third computer without telling Stardock. He could get sued for sure. [/quote] Luckmann Sighting!

16 Replies 68,869 Views

The original post makes me think of Couple's Retreat/ Vince Vaughn says something about "Twatting" Other guy: "It's called tweeting" Vince Vaughn: "I call it twatting"

39 Replies 23,851 Views

[quote who="PurplePaladin" reply="94" id="2413360"] So what your saying is Stardock Labor Force + User Interface Resourses = Time to Beta 1B [/quote] ummm.... That equation doesn't resolve the way you think it does. your equation suggests that The more labor force for example stardock has the greater the time to beta 1b is.

105 Replies 291,270 Views

Changing hair At-Will seems kind of silly in this type of game, however. Can you imagine playing multiplayer and waiting as your opponent visits the hairdresser for the fourth time this game? Perhaps a particular rare event, though ALA "Gandalf the white" could allow a player to completely redesign his/her character's physical characteristics appearance included.

102 Replies 252,107 Views