What does everyone think about this game mechanic? I get the basic concept that when you attack, the amount of dmg done is between 1 and the max dmg, but does every value between 1 and the max get the same weight? If so, then through simple statistics the average dmg is half of the max dmg, and its the same with defense. Personally, I hate rolling for attack/defense. I want some solid numbers that are consistent every time. Maybe a 5% or 10% variation to mix it up, but 100% in the neg
Ghost73
Hey OP, do you have a job in the game industry? because you definitely should.
What does everyone think about this game mechanic? I get the basic concept that when you attack, the amount of dmg done is between 1 and the max dmg, but does every value between 1 and the max get the same weight? If so, then through simple statistics the average dmg is half of the max dmg, and its the same with defense. Personally, I hate rolling for attack/defense. I want some solid numbers that are consistent every time. Maybe a 5% or 10% variation to mix it up, but 100% in the neg
[quote who="rwemack" reply="54" id="2739290"]One major gripe with squares is that you can move/shoot farther in some directions. There is a pretty simple fix for this. Every other diagonal costs two movement points instead of 1. Once you start doing that, all your range calculations start to resemble a circular perimeter. Wouldn't that make everyone happy? Also, since this game uses action points, they could just
I also find crystal shards a little underimportant as well, maybe having 'plain' shards in the wild that changes to a specific type of elemental shard based on the type of shrine you build on it would be interesting. It would cause players to specialize in a certain spellbook instead of everyone picking all of the elemental books. Also the shards need to help out strategic and tactical non-attack spells as well as tactical attack spells. Like element type summoning spells should sum
[quote who="rossanderson48" reply="56" id="2734639"] Wrong again because if you played Master of Magic you would know it clearly was UNBALANCED as hell and is the greatest of all of the strategic fantasy games today. You read everyone commenting about it. It had no multiplayer and was so out of balance from the word go. But, it had that one more turn feel. It had enough magic spells to keep you playing more games just to play with them all. I'm now beginning to believe that fa
It is rather unfortunate that I completely agree with everything you wrote. Anyways, great post, I hope the devs read this. *Bump*