Good suggestion. I've made it before and I'm sure others have. I do like the idea of building more than just cities within your borders. You could call it a keep and it would give you enhanced 'sight', healing, and defensive bonuses. Over time it might even develop an inn or a merchant to take the gildars from the troops...wherever soldiers are there are people willing to take their money through whatever means usually entertainment. This could eventually even develop i
TyLarson
Love the fact that you do such a good job about communicating with the players. Many developers seem to ignore this or think that a tweet or two over a period of months is "good enough." It seems like such a no brainer to take advantage of the gaming community and also make sure that they know what's going on. Kudos!
[quote who="Stmorpheus" reply="9" id="2677613"] i think that instead of a single unit being built out of having a certain building, i think that building should give you traits you can add to the units you create. for instance i don't like having dungeon master units, these are units that are out of my control to make. they are just there. i want to be able to assign traits to units, much like the scout, or messenger kit. then call them what i want and make them look l
I was thinking of how you could make the traits more interesting and useful. I believe Brilliant gives you +2 to Research each turn...By itself it doesn't make that much sense as you could have a stupid sovereign take it and be just as good as a genius character. If you must keep the DnD scale then have the bonus modifier equal to (Int - 10)/2. So a Sovereign with a 14 Intelligence which is pretty decent would have a + 2 bonus or the exact same bu
Like your idea Dryman.
A set of stun spells would be useful or paralysis/hold person as higher end versions of slow. If some creatures end up being resistant to normal weapons you could have an enchant weapon so your mundane creatures could fight them without penalty and without the need to be equipped with magical weapons. Or a storm/wind spell that made arrows and siege weapons inaccurate or ineffective. Magical diseases would be pretty messed u
@tasunke: exactly. I think it would be a simple thing to add in and that the attributes should handle more than one thing which was the whole point of why have a strength stat if all it does is add to attack? Just have attack then! I could see strength as being a requirement for using certain weapons and armor. This would solve some of the issues with a lightweight beating an expert because of equipment. For example: The fallen discover a new allo
Lots of good points you make stillsingle. You could post an explanation of each attribute in the Hiergammonpedia [e digicons]:grin:[/e] and the mathematics behind it for those interested. Most won't need the equations but there are enough math nerds out there that want to know how things work. You probably phrased things in a much more positive light then I did. Rather than get rid of you chose move away from and if I had done the same there would probably have been
I like the way you handled combat speed there. I think I might have mentioned something similar in an earlier post or at least thought something along those lines. I think it would solve it and it makes logical sense with Dexterity being part of the derived stat. Some game systems use a combination of a dexterity type ability and an intelligence/wit ability to make a derived initiative stat. How quick you think has a direct relation to how fast you move in combat...though with a lot of traini
Looks like the new beta has handled several of my complaints. Very cool.
Sounds great. I like the change with intelligence effecting essence.
Also, as far as starting equipment goes...I'll take back the free bit but you do start with 500 gildar so having the option of buying equipment at sovereign creation makes sense to me and would give a sovereign who decides to be choosy in placing his first city a chance to actually survive the wasteland to find a good spot. Rather than spending valuable character points on equipment you will completely replace in fifty to a hundred turns. As it stands the best decision is to spend your points
From memory which might be flawed the best game design from an rpg perspective in a video game was in Darklands a masterpiece by Microprose.
Apparently I did a really piss poor job of explaining myself since few people seem to grasp what I've written. I've had complaints for simplifying from reality and complaints for comparing to reality. When doing RPG design you have to make choices between realism, gameplay, and game balance. For example in Ars Magica the game is designed to focus on the magi so game balance between characters types became a non-issue with a magus vastly more powerful than a companion wh
[quote who="LeBlaque" reply="16" id="2666389"]. In sum, make each attribute gain of even one point truly COUNT.[/quote] Yes, that is a big part of my argument which may have been lost amongst the other tangents. As I said before there isn't a big enough difference between an attribute as 12 compared to 18. Thus, changing the scale away from the dnd scale would probably be the biggest and most important thing to change for the be
[quote who="vieuxchat" reply="13" id="2666286"]What I would really like to see is the fact that stats are a little intertwined : instead of attack = strength * base attack / 10 it could be something like (STR*2 + DEX*1) * base attack / 30, so str AND dex would be important to get a good attack rating. Defense would use Wisdom AND dex. It would avoid uber character with 34 in STR and wiping everything. If you want to get a supercombat unit you'll need to invest in 2 stats instead of
[quote who="Saije" reply="12" id="2666265"]I think everything is superior to your system as is. All your system represents is a "dumbing down" of the current system. I think if you ask around these forums you'll find not to many people would appreciate it. Simplicity is nice in some things... Not in 4X RPG Strategy games. BTW when you spiel BS like taking on 4 "skilled" opponents in Kendo without trouble... You reveal yourself to be a child. If they were truly "Skilled"
[quote who="Darkdoom2" reply="8" id="2665485"]Divine magic, ofcourse, that is the answer to all fantasy religions![/quote] Divine magic and ritual murder I mean sacrifice are the answer to all religions!
That was very cool and quite a bit simpler than I would have expected. Watching her fly after getting hit was pretty funny.
For the champions I have wrote a couple of different ideas in other posts. They boil down to having descriptive traits or personalities. Like Cruel, Brilliant and Adventurer or Mighty thews, sarcastic, and cunning. Each sovereign and kingdom could have descriptive traits and if based on their relatedness the price to recruit would be modified or if they are in perfect alignment the hero might decide to pledge himself to you...or like the Knight Quest he might appreciate being saved and twenty
Or you could see Sovereigns as similar to the physical magicians of Shadowrun. Able to use sorcery at various levels but channeling part of the magical energy through their bodies or minds like physical adepts in order to achieve speed and power unmatched by anyone barring a cyber or biotech. Or like vampires in half the movies and books. Able to move faster than the eye.
Well, if experience means that you tap into more of the magical energy within you then it would be really cool to be extremely capable and powerful. I'd like to see a starting Sovereign be able to beat a well armed and equipped Peasant while in a bathrobe and slippers using a towel. Why shouldn't a Sovereign be as capable as a decent fighter in real life? In my athlete days I'd take on four skilled opponents whether it was Kendo, fencing, or Judo without too muc
Good point on the weapons... I realize I forgot about a constitution or endurance ability. To compromise you could have a derived stat based on speed and endurance that handles movement on the cloth map. Eh, more complications...problem with game designing! These days I prefer simple and easy to understand versus complicated and heavily reality based. Armor should slow you down though. I remember doing an SCA event in the 90's wearing full chain and I could hard
Nothing wrong with that approach Peace Phoenix as that is fine I just made up a mechanic on the spot. I just see no need for having the "names" for the attributes be D&D based. Also, why have attributes on the same scale as the dnd stats? Seems simpler and more effective to have lower stats that are easier to improve. As someone who was in track, baseball, basketball and football yes endurance makes a difference but we're talking inhuman abilities here and the small
Wow! That's a lot to look forward to testing.