mqpiffle

mqpiffle

Joined Member # 4257179
111 Posts 1,891 Replies 4,170 Reputation

[quote who="Frogboy" reply="1" id="3092920"]The problem with Spears vs. Swords isn't that the swords aren't "better". It's that the spears are already enough to kill a target enemy 5X over. Sure, the swords can do it 20X over but dead is dead.[/quote] Spears are quite powerful. Not sure why they should ignore so much armor, or any at all.

77 Replies 31,153 Views

Balance idea: Markets, instead of - or in addition to - giving a base +X to gildar, should give a bonus based on other markets connected by a trade route. The current flat +2 gildar bonus make this improvement a fairly uninspired level up option. I think it should be moved back to a base improvement list, as well.

25 Replies 16,293 Views

[quote who="DGB246" reply="16" id="3092323"]dodge is supposed to represent parrying too I think[/quote] Correct.

23 Replies 77,338 Views

[quote who="Lord Reliant" reply="12" id="3092304"]The problem with encumbrance as the only mechanic for penalties with armor is that it's too reliant on strength. If you have high Strength, you get good armor, avoid penalties with encumbrance, and get better attacks. [/quote] This is the way it's been with all RPG's since the dawn of time. Just because the character has high STR doesn't mean they have high dodge or hit points. I agree these facto

23 Replies 77,338 Views

I agree with tying the initiative modifiers solely to a re-organized version of the encumbrance system, one with finer grades and stronger penalties as one moves up the chart. Thus, the lightest weapons and armor (or none) would work essentially at base initiative and all heavier arms would adjust initiative negatively, therefore avoiding this whole +/- modifier nonsense. Init could also be affected by carefully designed traits and magic (rarely, except for the most master

23 Replies 77,338 Views

[quote who="CdrRogdan" reply="8" id="3092265"] How would any of this make the game more dull? You still gain the same spells, they are just organized differently. It actually opens more possibilities to create dual and tri spell school spells as it will be more viable to level multiple schools.[/quote] Because by removing tiers you'd be reducing the need to specialize thus making the whole system more bland, because what you're really asking for is for every mage to be ab

11 Replies 4,011 Views

I disagree with the OP. Grain raises the population cap of your cities. How is this useless at any point in the game? And as far as growth goes...you need to *choose* whether you focus on growth or not, by limiting the amount of cities you control and the improvements you build in those cities...I think it's a nice mechanic overall. Grated it could use some balancing and some more love on the improvement side of things. But food providing growth is not

46 Replies 93,525 Views

Agree. Zero total quests in a couple of games (~200 ish turns each so far) in .86. Definitely a bug.

25 Replies 11,220 Views
Reply to New Mage Troops in FE Beta

[quote who="seanw3" reply="19" id="3091808"]That needs to fixed then. Archers need to be totally blocked by good armor. The current mechanics need to be fixed. [/quote] Y'all are forgetting about hit points.

31 Replies 9,880 Views
Reply to New Mage Troops in FE Beta

[quote who="Mistwraithe" reply="5" id="3091484"]All stats need to be useful and I agree intelligence is currently less use than it should be in a lot of cases.[/quote] I don't know, I think XP bonus from int is pretty damn spiffy.

31 Replies 9,880 Views

Come (satisfactorily) clean my house, inside and out, and then I'll shoot Frogger a quick note. [e digicons]:grin:[/e]

10 Replies 12,157 Views

I noticed the AI stagnating a bunch in my one game on .85 [e digicons]:frogboy:[/e]

3 Replies 1,939 Views

IMO Markets should give +X gold per city (per market) or +X% trade route bonus between cities with markets, or some reasonable combination of both. Point being, they should do little on their own, but when connected to other markets, they flourish.

35 Replies 13,827 Views

I would like to be able to build a bridge across a river so I can connect resources on the other side as well as expand my city across the river.

8 Replies 2,534 Views