DsRaider

DsRaider

Joined Member # 3393970
143 Posts 2,032 Replies 25,104 Reputation

You should be able to make units with some abilities. Like camo, skirmish, shieldwall. It should just take longer to create those units. @ Supreme Shogun: All units should have flanking. An axe in the back deserves no less a dmg bonus then a dagger.

16 Replies 11,747 Views

Ya, seems like a nice detail to make your beasties really yours. also i like the idea of upgrading monsters.

39 Replies 32,024 Views

Ya, seems like a nice detail to make your beasties really yours.

39 Replies 32,024 Views

Ya, some basic mount and beast armor would be great. Maybe a preset skin or three for your race and a number of stat changes you unlock.

39 Replies 32,024 Views

Does seem like a horrible system. Maybe its just and early build though. It would be prety horrible if you had no actual contol over what your soveriegn looks like if you want to play competitive. Whats the point of making a backstory and custumization if he just looks generic.

13 Replies 10,572 Views

Ya both a small automatic militia and a building that upgrades both numbers and equipment for militia is a must.

7 Replies 7,212 Views

Don't really care as long as they are interesting. Fast Monsters, Flying Monsters, Swimming Monsters, Poisonous Monsters, Petrifying Monsters. Ambush Monsters, Monsters with Weaknesses and Resistances, Regenerating Monsters, Monsters that have Breath Weapons, Passive Monsters, Aggressive Monsters Each Monster should be more than just a skin and hp/dmg difference

23 Replies 15,980 Views

You could always allow players to fiddle with their paper dolls between turns if your worried about players spending too much time switching around epic loot.

39 Replies 24,393 Views

Wrote this for another thread but almost fits here better. So i'll repeat myself The best counters aren't weapon types, as mentioned above. One of my favorite systems is skirmish and shield wall formation. With some extra training a unit type can change their formation either coming closer together and slowing down or spreading out and speeding up. Spread out units would have a increased chance to dodge arrows and naturally helping with area dmg spells. Tight formation w

82 Replies 162,002 Views

Not just you. I think a very charitble weight system would be good too, one that slightly reduces speed. So that your sovereign doesnt become a walking store and there's a downside too your 6 foot sword and 2inch thick platemail.

39 Replies 24,393 Views

The best counters aren't weapon types, as mentioned above. One of my favorite systems is skirmish and sheild wall formation. With some extra training a unit type can change their formation either coming closer together and slowing down or spreading out and speeding up. Spread out units would have a increased chance to dodge arrows. Tight formation would have lower speed and increased defense, a charge bonus due to tight ranks works too. Unit types you created with skirmi

34 Replies 309,564 Views

I'd settle for very unlikely to repeat anyway. Just a random generator that chooses everything from enemy type, to quest goal, to background, reward and location seems like it would be good enough. As long as there is a lot of possibilities. Every update should also include more.

8 Replies 8,240 Views
Reply to Siege Warfare in WOM Ideas

[quote]Both is probably the best choice. Units standing atop a wall, or within the walls of their own city, should have conferred bonuses (stackable too, so Defending Archer on a Wall gives more bonuses than an Attacking Archer on a wall). As well as these structures also be physical and tangible Defensive mechanisms that need to be destroyed in some way for enemy units to pass through.[/quote] this + plus gates vs battering rams/siege spells and in large forts catapults on the walls<

31 Replies 97,773 Views

Forts to control choke points and cliam territory and resources are a must in good strategy games. Even if only walls and towers built in outposts.

35 Replies 19,467 Views

"At the moment you can train "veteran" units or "elite" units that get just more hp. I also think they should get more "skill slots". For instance a barely trained peasant has no skill, a regular unit has 1 skill, a veteran 2 skills and an elite 3 skills. And if some skills need 1 or 2 prerequisite, then they automatically are reserved for veteran or elite units." While this would be an improvement, I don't think veteran and levels should be in the game. T

9 Replies 7,761 Views

^ What Seaneng said! Futhermore you could have the option to set a limit to the time spent in the first phase. In the second phase units would all move at the same time, and if they got to close they would interrupt eachother and enter combat. You might have to make the aggro zone large so people don't passby eachother. You should be able to see ally movement plans. To further reduce wasted time combat would only start after all units completed their movements. Then al

187 Replies 424,189 Views