ArcElement2002

ArcElement2002

Joined Member # 4075253
13 Posts 92 Replies 656 Reputation

Hi. I haven't played the game too long, and I like it, but I find that moving all of my units to attack the enemy in tactical combat is a little tiring. I usually now only move one or two key units to fight as a result and the rest sit back unless I really need them. I don't know how it will be automated, but suggestions for speeding up tactical combat might be to: 1. Have units automatically move into position. For this one, I don't know how well it will be

0 Replies 3,177 Views

I do not have the game, so sorry if my idea is off, but I have read about how some people want more abilities for their units. What do people think about being able to train abilities in the unit design? For example, you want some durable archers, so you give a guy a bow, some light armour, and the ability "Dodge", which has a % higher chance to avoid a blow. Or the ability "Endure", to survive with 1 health after what would have been a killing blow. If you want powe

1 Replies 3,960 Views

I wanted to throw some ideas out there, not being in the beta. I made a long thread about it earlier, but some ideas for techs would be based on the Master Quest victory condition. In other words, techs would benefit the player towards winning by the Master Quest condition. For example: As stated above, perhaps unique Adventuring Champion abilities. For example, in Warfare, research high enough and get techs for abilities that increase stats, and whatnot.

37 Replies 12,624 Views

Editted: Summary at the bottom, if you prefer not to read paragraphs: Adventuring Unleashing WorldWide Threat Not in the beta, but wanted to put forward some ideas. About spawning some giant monster threat that everyone can team up against, what do you think of such an event happening by chance depending on the research poured into the adventuring tree? This could reflect that the mor

0 Replies 3,038 Views