The cloth map looks awesome. =D I could play a game that looks simply like that.
E_MacLeod
Nice to know things are progressing even with the two months lost. :) I'm already in that area, strangely enough... If only I had some kind of applicable skills to lend to Elemental's development. x_x
@Landisaurus: It doesn't even seem like it would be a technical feat to perform... just not being a lazy developer. :) Hopefully Stardock will have such a thing!
I was really only thinking about it as a spectator mode... but if you could create elaborate set-ups between two players that would be excellent, too. :D I guess it really depends on how tactical the battles end up... cuz then you could have some really good fun mixing and matching with a point total to see how effective certain formations and units are. :)
Different. Ambitious. Interesting. You guys are really putting your all in to this game... I can't wait. :D
This isn't a bad idea at all. :) Nothing like designing a whole new unit and wanting to see how it fares against different types of armies... Or just watching a huge battle for pure entertainment. :D
Thumbs up, friend. :) The new opponents could spring up on other continents via bridges (natural or otherwise). Your original domain would simply resemble the initial continent you were fighting over. The game would generate 3 or 8 more grids of similiar size to house your opponents and neutral pieces of land. I think if such a mode was used, I would probably play it often. Gives you a really good opportunity to utilize end game techs. :D
Well, a reactive AI could easily be set to only monitor wins versus losses based on a point system... If you won big time, then the AI is going to bump itself up appropriately. They could measure the current difficulty with ranks, creating a new dynamic. You could try to bump up the ranking as high as you can before the game becomes impossible. I'm sure the elite players of such games would be interested in the bragging rights, though I'm certainly not going to be one of them. @_@ In
Once you start looking at games from a realistic standpoint, you start to transform them into something unlike a game. Entertainment should always be the first intention of a game. :) I just think the idea of more epic battles lasting for long periods of time where you can draw upon reinforcements would be much more entertaining than, "two parties meet up, one dies." :D
If it means anything... I fully support a set number of rounds for a battle to occur. Think of it like Ogre Battle. :D I love the idea of different squads taking turns whacking other squads and then getting reinforcements.
I don't like the idea of time per turn being anything besides 1 day... If you are playing a small map where you can expect to cross the entire thing in a couple of weeks or a month than that is cool. The larger maps will obviously take way longer to traverse and thus reinforce armies and what-not. It shouldn't take one year for my army to get some reinforcements. I'm sure the number of spells you can cast is limited each turn... and if my mage can only cast a few spells every week, I'm gonna
I certainly wouldn't want Stardock throwing so much resources at such an idea that it makes the game take a lot longer to arrive... I can deal with the normal system of difficulty by the idea of something more interesting than that is always captivating. The idea of changing the difficulty mid-game is just a manual version of a reactive difficulty. If the game had such a setting in the first place, it would most likely also feature the normal style of difficulty. Thus, no one would ha
I'm thinking that since units are probably going to be created via an in-game system... the production time, materials required and costs will be relative to what is used and not some arbitrary number set by the user-creator. This in and of itself is a balancing factor. Your super knight unit with a cannon javelin arm and speed enhanced axe who rides on a magical ballista made of iron that fires flaming jewelheaded bolts of exploding death will require so much resources that by the time you f
I enjoy reactive difficulty in games... It is nice to dominate once in a while but if the game is always somewhat challenging, its longevity increases drastically in my opinion. I really like the idea of tracked skill. Ranked Games could always affect your ranking unless you quit part-way through... the idea of using this ranking as a measurement for what could be Easy, Medium and Hard is fantastic. :)
I don't think the spells destroy the world so much as they modify... you would destroy a piece of land to create a gap in order to force an attacking army to take a detour as opposed to completely annihilating the continent that your enemies are attacking from. Stuff like that. :) I think this is a good idea... It would be like several small states fighting it out, one becoming the victor and then the victor goes on to challenge other nations instead of a states. These could be specif
I approve of this art style. =) Should be interesting to see the graphics engine at its completion and in motion... though graphics are the least of my interests relative to this game. =D
I'd like sappers/saboteurs. Sort of folks who dig ditches, create traps and wield highly explosive alchemic bombs shot from slingshot-like crossbows. Or something. But units who can do more than fight. They build things like improvised walls and bridges. Anyone who has ever read Malazan Book of the Fallen will know what I am talking about. ^_^