Nack210

Nack210

Joined Member # 4214567
1 Posts 75 Replies 145 Reputation

I'm guessing it's gonna be like the Civ games. Simultaneous turns, they end when everyone has clicked the end turn button, etc. I'm not sure how the battles are gonna work out though. It'd be nice (or not) if the other players could spectate the battle while the 2 players fighting duke it out.

15 Replies 10,948 Views

I'll quote someone from the other thread, whose comment I think makes sense: Whether you are interested in MP or not, it is simply the best way to really analyze the game rules. Most games actually start with multiplayer before the AI is even considered. That way you can see if your rules are holding up and have the potential for competitive fun. I know alot of you don't appreciate being beta testors, but MP is the way to fix the single player game most quickly and thoroughly

74 Replies 37,684 Views

[quote who="Zero_the_Hero" reply="80" id="2764561"]So back to my question: can't we mod this game into a better AI and implement the new combat ideas?[/quote] While I support the modding community of all games 100%, things like these should be fixed in the vanilla game. Only lazy companies like Bethesda make their fan community fix their games.

106 Replies 264,188 Views

[quote who="PyroMancer2k" reply="5" id="2764599"]1) Choice - Like you said every choice should be meaningful and difficult to make, in that they are balanced. I always find it annoying arguing with people who say something has plenty of "options" when there are say 4 choices but 1 is noticeably better then the others. It's like sure a player can purposefully gimp themselves by choosing to but that doesn't really mean there are a lot of "options" for a player looking to play at top level.<br /

7 Replies 35,902 Views

Of course. It doesn't have to be ULTRA complicated to be entretaining. Most of the suggestions I'm posting come from other games, and they have really simple, but fun combat systems, after all.

106 Replies 264,188 Views

[quote who="Tempestwrath" reply="13" id="2763731"]While I don't think copy/pasting another game's combat system is the real solution here, I think a good way to go about things would perhaps be to instigate two changes that interact with eachother for tactical combat. I: Unit Action Point Differentiation *snip* II: Unit Attack Order is by Total Amount of Action Points. *snip* These cha

20 Replies 43,705 Views

Like I said in another thread, Everything takes no risk to make. Want to build a city? Sure, just build a cheap pioneer that takes like 3 turns to finish and almost as expensive as 3 peasants and set sail! The city got destroyed by a random bandit because you didn't plan it properly? You can just train another one! What's that? You don't know what magic to research? Just get all of them, it's not like researching them takes long anyway. Need more research? Simple, just s

7 Replies 35,902 Views

For me, it was this: - customization - Civ-like strategy + actual good combat instead of unit stacking - Modding potential - Some RPG elements to give it a twist. I'd say I only got half of what I expected. The second point wasn't achieved at all, and that saddens me.

90 Replies 328,241 Views

Global economy needs to be modified. Something simple like a "priority" system on cities where you tell the population what to focus on (therefore, making the city giving more of resource A but less of resource B and C) would already give cities more meaning. Or even something like a global budget system that decides wether you want to focus on a resource or another. Right now, all you do is build. Make 10000 cities and build, build, and build even more. There is no strategy, just min

111 Replies 343,827 Views

Yeah, that's why the current system seems so innapropiate to me right now. Sure, having the AI at a disadvantage doesn't really trouble me much, but what about multiplayer? One player is always gonna be at a disadvantage, especially if the attacker has archers. Turns determined by side need to be eliminated, and replaced with unit-based turns. And if that's not possible, at least determine who starts first by taking something into account. It could be something like the general's stat

6 Replies 8,768 Views

Many good ideas to reduce-city spamming. Seriously, lvl 1 cities should be bare bones, why the hell can you build market, workshop, arcane university and study on a city with like, less than 1000 people? And why are pioneers so cheap and fast to make? They should go with a system similar to civilization here.

18 Replies 12,684 Views

Nah, randomization in matters like these does not work. It'd have to be affected by something else, like overall speed of the army or something. To begin with, I'd rather not have a "side" based turn system, it just doesn't work well. I got a different idea here: https://forums.elementalgame.com/395918

15 Replies 17,529 Views

I'd say turns should be unit based, not "side" based. I'll quote what I wrote in this suggestion post https://forums.elementalgame.com/395918 - Now, when I mentioned unit speed in the sub-title, I was refering to the way the game handles turns. Personally, I don't think it should be "First attacker, then defender". In

23 Replies 12,232 Views

Now, I'm not a developer by any means, so I'll try to suggest ideas that can, from my humble understanding, be implemented to the current system we have. - First of all, I'd like for groups of units to be managed properly on the battlefield, meaning, no more 1 on 1 duels while the rest of the squad watches, that's just incredibly annoying. The current dice system we have is ok, but I think at least the animations should be changed. Seeing all the troops from 2 squads of troops fight

6 Replies 8,768 Views

I only hope they'll change the system and introduce actual TACTICS into the matter. Things like flanking, thrown weapons, counterattacking, different unit speeds, improved combat between squads of units, stats changed by the terrain, etc. All we do now is just make units go foward and attack mindlessly. It doesn't matter if one unit is a spearman or a cavalryman, a swordsman or a maceman, it's all the damn same. Weapons and armor should be more than stats modifiers, and units shouldn'

106 Replies 264,188 Views