Dreadcough

Dreadcough

Joined Member # 3721762
8 Posts 53 Replies 1,337 Reputation

[quote who="Satrhan" reply="6" id="3071303"]I don't expect significant changes either. Judging from some of Frogboy's and Derek's comments, FE is in the "it just needs some balancing and a bit more content. And maybe some UI improvements." stage. I think it's far from that point, but we'll see I guess... [/quote] lol if that's all they're going to do they're screwed. can someone link to a post by frogboy where this is made clear?

10 Replies 4,566 Views

[quote]1) Faction diversity: I think one of the main problem on the long run, is the lack of diversity between factions. The game contains a wide variety of units, monsters etc, but all factions have the same basic line of development.[/quote] yes. this will be repeated ad naseum in reviews when the game comes out.

9 Replies 11,810 Views

[quote quoting="post"] Why? The sole purpose of building a city manually, deciding where each building would stand, would be to fight on its streets in case of invasions. Putting barrack next to a gate would have some sense then, but no, the design makes both minigames rather pointless. I can't pretend to care where I place my buildings - because it does not really matter - and I can't pretend to be excited by defending a city that is not even there. Siege defens

4 Replies 2,203 Views

if units are specialized and all have a specific use you will always have to have a mix of units instead of just focusing on building the huge expensive ones. you could also have a cap on how many large units the player can have built at any given time in a game. a combination of both is the best. taking ideas from warhammer is good, tabletop gaming really has a lot to give this game.

52 Replies 131,255 Views

[quote who="StevenAus" reply="51" id="3069612"] Exactly, simple changes that could work and don't require massive overhauls of the system. [/quote] i thought the bradster wanted a super awesome game. i'm sure it's possible to get this game into the 6/10-5/10 realm with balancing and decent AI but it's not going to be what brad is hoping for. i must admit i always found it a bit odd that galactic civilizations 2 got 93%, it&#39

117 Replies 417,346 Views

[quote]Tactical Battles is really where the fun is, though I honestly would wish for more tactical in the tactical battles. After I pretty much made one battle plan, it's all I ever needed for every single thing I encountered. One strategy to rule them all.[/quote] it would be nice with some tactical in the tactical battles.

1 Replies 2,775 Views

[quote who="Barrynor" reply="42" id="3069407"] Quoting Dreadcough, reply 32 how to make this a 90+ metacritic game: specialized, well designed troops, more specialization in each faction, steal ideas from warmachine, well designed and unique tactical maps. And obviously: balance, balance, balance. Buy a couple of boxes of warmachine, learn the rules, play on a desk with the team. Look at the best tactical games that's come out over the years, how close are the

117 Replies 417,346 Views

why does the tactical battles in heroes of might and magic feel more involving and interesting than the ones in fallen enchantress? difference in troops between the different factions. the differences are not as big as one would like but it shows how important it is with differences in units between faction.

117 Replies 417,346 Views

Another unique faction: the typical "swarm" faction, like zerg but let's not have it be any slimy creatures in this game, be original. What about a race of very similar looking humanoids that are way more unselfish and symbiotic with each other than ordinary human beings. their armies consists of generally weaker but faster units that have a bigger chance of flanking their oponent. the faction has the ability to build different kinds of smaller outpost that will give advan

2 Replies 6,461 Views

some units can "burrow" into the ground like units in warmachine. when they're dug in, they can't be attacked by ranged weapons except ranged weapons that are specifically designed to counter these burrowed units.

2 Replies 6,461 Views

the tactical maps needs to be much bigger in some instances so you can have what looks like a miniature war game battlefield like warhammer 40.k or warmachine. you'll have areas with forests, areas with obstacles to hide behind, rough terrain that slows down movement, areas that gives height advantages. the player has to be able to position his troops to defend these important spots and use them to his/hers advantage.

117 Replies 417,346 Views

the main hero can put unique traps on the battle field, use tracking ability on the strategical map to find monster and NPC tracks that leads to faction specific quests. the faction has it's main strength in range troops, units that can fire twice a turn, magical artillery that can fire across the tactical battle map. more effective in firing from cover.

2 Replies 6,461 Views

how to make this a 90+ metacritic game: specialized, well designed troops, more specialization in each faction, steal ideas from warmachine, well designed and unique tactical maps. And obviously: balance, balance, balance. Buy a couple of boxes of warmachine, learn the rules, play on a desk with the team. Look at the best tactical games that's come out over the years, how close are the tactical battles to this in war of magic? (frozen synapse, x-com, jagged alliance 2).

117 Replies 417,346 Views

FrogBoy do you find the lack of differences in tactical maps annoying or is it fine to you? just interested in your opinion since this is a complaint that gets leveled over and over at game by various people.

117 Replies 417,346 Views

i guess i assumed that the beta was like Kamamura_cz described it. but obviously coll to see the tactical maps when they come out!

51 Replies 109,156 Views