I would rather a unit to gain some sort of "trait" every level, and then a stat increase every 3 levels.
Tasunke
(prestige/10 + (population*prestige)/10)% .... while I like the simplicity of the equation, and the single-variable approach ... I think the equation is just a tad too boring (repetitive). I think the denominator needs to be played around with. Firstly, I don't think the denominator below (population + prestige) should equal the denominator below prestige. I think the number below population+prestige should be slightly higher, otherwise pop growth will *always* be faster than migratio
I think their should be public treaties and private treatise/trade agreements. Public treaties (and some types of treaties, like declarations of full-scale war, will have to be public) are viewable on an easy to use interface that lists all existing factions that you have met, and relative attitudes towards each other.
props
Yea, option for a larger card would be necessary, Im just wondering what the smaller card would have in its details. Perhaps a total number of all attack values, and total number of all defense values? (sum) .... or avg + number of units. maybe some notes on weapon type, like "mostly archers" or "swords and axes" or "mostly spears" or "mostly cavalry".
well, there can be a basic format for the story based upon what you pick, but you have to fill in the names and the details :D ... perhaps there will be a name/location/word bank, in order to help people out with such.
I agree with the green, yellow, and red system. Of course, such a system doesn't "have" to be there, but if it turns out, in testing, that it could be needed, then that particular permutation is the system I would support. Now, on the World Map, perhaps a gigantic card could be opened upon scrolling over an enemy (or ally) army. Where it has a small figurine to represent each unit-type (bob, jerry, crochet, and armadillo) a small number below to represent the number of soldiers, and then larg
I cannot name 10 rpgs, I just said that I only noticed it in Witcher and Dragon Age. Jrpgs, Final Fantasy games, Tactics RPGs, none of those have it. Im talking about "giant blockbuster" type of PC rpg. Also, oblivion has NO sexual content that I can think of ... just a couple of nude mods. honestly I don't consider "nude mods", or rather having people naturally naked without their armor, and incorporating sex into the story, as being the same. I don't care wether a person is complete
have you played ... oh I dont know ... NeverWinterNights, NWN2, Baldurs Gate, Baldurs Gate 2, or Dragon Age:Origins? if I must explain further, all attacks are done at the start of the round "which is a certain amount of time" and if you are within their range at the start of the round, and if the attack hits, no matter where you are at the end of the round, the damage will be dealt to you at the end of the round. Sure, it means a retreating unit can die while running a
Yea, I was overexagerrating and giving an abstraction, if you want to be realistic, those units directly attacked from the rear will get 1 or two rounds of combat to turn around, while all non-involved would get a bout 4 or 5 turns to realize whats happening, and then 1 turn to reorganize ... assuming that they do not have their own combatant to deal with. There should be severe penatlies for a unit whose attention is divided amonst front/back/side/side. Being surrounded should not mean "hey
I think Sovereigns will have to build cities (for 5 essence or what-not) ... and settlers can build crappy colonies for nothing more than resource collection. (can grow to Village size, maybe town)
yea, such specific techs should have a much higher chance of showing up as options based upon your surrounding terrain. Sure ... if your lucky you can "get" it ... and also units which have succesfully fought a battle can get a medal which grants them the same bonuses the tech grants, but only those units which complete the sucessful battle, and only one of the three medal slots, which is a strategic and irrevocable decision.
The damage dealt, and how quickly its dealt (as well as spell-casting), is turn based ... while movement and tactics are real time (my understanding)
This is not tile-based turn-based battles. Perhaps, however, you can select a unit, and hover mouse over enemy unit, and it can give a % based odds for victory or a recommendation based upon several smaller factors. Either way, you either get a percentage or you get "good idea!" "pretty good" "fair" "tough" "Poor choice" "bad move" "failure imminent"
[quote who="pigeonpigeon" reply="35" id="2442750"] I mean, if the Fallen have been bred to be better killers than the humans, how come there are any humans left? There are more of them? They function as a community, whereas the Fallen are more about the individual. [/quote] Why does anyone survive the cataclysm? We aren't talking about millions of years here, we are talking about a few decades (or so) ... do you really think the various Fallen and Humans, each trying to
It seems like every new RPG has some sort of sexual content in it. While I guess its kind of nice, and funny, it really holds no bearing to the story, and seems to be in place for those who emotionally attach themselves to their RPG characters (or something). I don't mind the sex, but I think its interesting how its become more and more prevalent. It started with nude mods, and has turned into plot-integrated possibilities for sleeping with 1) your party members and 2) prostitutes of
or rather you don't want to talk about navy because "space forces becoming obsolete" is merely an excuse for the Super Commander genre as a whole. Yes, it would lead to a draw-esque situation, but I suppose it would primarily depend on the Super Comm's ability to gather intelligence and to teleport everywhere they are needed.
Japan doesn't like excessive death? I guess their suicide themed movies would be kind of like a fetish for the Japanese Movie Industry ... they want to make such movies cause they are the most controversial possible.
The Covenant decide to arrive ... and ... oh I don't know, teleport entire fleets to strategic locations, and precede to glass said strategic locations, and dissapear back into slipstream to rinse, wash, and repeat there is no such thing as fighting a successful war of attrition vs the Covenant (unless maybe your the flood, but on an immediate galactic scale, covenant would probably be better at assaulting Super Commander)
maybe you could start with an item that says ... "Free City Here" so that you can use that item to either build a free city ... or possibly buy a free tech? im wondering how to add any real choice. I mean ... its undoubtable that every early game strategy will have many similarities ... wether it costs essence or not, they are probably planning on you starting out down 5 essence ... I can't think of any strategy where it would be beneficial to have zero cities.
I was fairly certain the Sovereign had to be present on the battlefield to cast a spell. Or 90+% of spells anyhow. I guess a long-distance morale effecting spell like Sauron's would be ok.
Heheh ... have you ever played a Total War game with an all-cavalry army? It takes, I would say, more intelligence than "I have one unit which represents 1000 paladins, I annihilate you now" ... but it certainly can be rewarding. It doesn't always work, but with enough experience in moving your various cavalry wings just so ... it can lead to a marvelous slaughter of the enemy (with plenty o' prisoners ripe for ransom or execution)
specialty over-powered units will of course have their own stats, and (in my mind) be unable to join a unit ... even if you had two dragons o.O!? you would have to keep them as separate units. I think the way you can decide if a creature or soldier can join a unit is, are they a pack animal/herding creature (horses, rhinos, trolls, humans) or are they a legendary creature of ultimate power (Dragon, groglock, Archdemon, Broodmother). You might have a tribe of trolls, and there-fore the
Of course armies will be varied. Generally its assumed that equipping mass infantry is easier than all other forms of warfare ... so if you are say ... building the cheapest 20,000 soldier army thats still cost effective, in the least amount of time, probably a good 10,000 or so will be foot-soldiers, With alot of archers (4-5k), another 4 thousand cavarly (if you can afford it, and have stables/horses) ... and finally about 1-2k of specialty units/ect. Including mages perhaps. In addition to
I was going to mention about-face and an argument against it somewhere. There are formations that all face outward ... and these cannot move forward. This is why you have separate units. A single unit is fighting as one organism, and each person has their particular place in the unit they are used to. I'd like to hear an instance where a Pre-gunpowder unit of soldiers did a man-by-man about face. Im fairly certain, for reasons I can't think of right now, the tactic was not feasable. N