[quote who="Wizard1200" reply="60" id="3061796"]I think a level cap is better, because it is much easier to balance. [/quote] Level caps are boring and clumsy, period. I'm bored just talking about it.
mqpiffle
And, maybe after so many scars (on the 5th one maybe?) the hero gains the 'crippled' defect, and can from then on only carry out administrative functions.
I would say just make the effects of falling in battle scale with the level of the hero.
Not only should all heroes who fall in battle suffer negative consequences, the results should scale with the champions level, as in, a lost eye might be -3 accuracy to a level 3 hero who falls in battle, and -10 accuracy to a lvl 10 champion. Actually it shouldn't be linear like that, it should be more like -12 or more for the level 10. Something that would seriously make a player stop and consider their actions.
[quote who="seanw3" reply="57" id="3061199"]Outpost are the solution to city spam. I don't think making them cost alot is going to help anything. They only bring in a small amount of resources in the first place. The prestige system is meant to stop city growth. After a few cities it becomes nigh impossible to level them. You really need to get some level 5 cities before expanding. That is IMO one of the smartest limits you can have on expansion. [/quote] I&
Maybe they need to make the prestige / maintenance hit huge for building additional cities, so even your second city would be a huge investment. Outposts should be the prime mechanism for gathering resources, though there ought to be negatives from having too many of these as well.
I personally don't care for sliders and would rather build my way to victory.
[quote who="ZehDon" reply="43" id="3061020"]That's just an awful idea. It adds a ton of micromanagement, the proposed balancing makes it either irrelevant or obligatory, and it forces you to plan every building in your city maybe hundreds of turns in advance. If you want maximum efficiency it will force you to create very oddly shaped cities, leaving gaps for buildings that you might unlock through research or leveling. Like Mtrixis said, we're not playing sim city here. [/quote]
[quote who="Kantok" reply="7" id="3061014"]If the game is easy no matter what path you take that doesn't say to me that everything needs to be nerfed. It says that the game needs to be harder. [/quote] I think what you're saying here is the game needs balance. [e digicons]:D[/e]
Upgrades! Very much needed. 9 tile limit - I'm not really a proponent of hard limits.
[quote who="Heavenfall" reply="29" id="3060671"]Some ideas for new functions in cities: - casting chambers and similar - improves spellcasting for stationed units, makes mana maintenance on stationed units half cost - some sort of building that reduces wages for stationed units - towers that increase line of sight around the city - some sort of strategic military power, that allows you to attack approaching enemies at range @ la civ5 - bu
Because level caps are blunt and crude, and there are definitely more elegant yet simple ways of creating an organic and transparent sense of balance. Also, in addition to having level prereqs for items, items ought to use attribute and skill prereqs. This would certainly limit the amount and quality of items available to champions at early levels.
Paladins!!!
Going back to the hero maintenance idea, when a hero is about to level up it should say somewhere on the splash screen something like "Hey boss, I feel like I've worked very hard for you over the past few seasons. I demand a 1.7 gildar per season wage increase if you want me to continue performing better." Then you can select whether you want the character to level or not. If not, you can choose to pay him/her off at any time in the future.
Level caps = epic fail. Try EVERYTHING else first.
[quote]My personal suggestion is to add level caps, which can be increased via the tech tree.[/quote] For the love of God - no level caps, please.
Good suggestions. Having spent LOTS of time modding spells in WoM, I can reasonably respond to a few of these issues as concerning WoM. [quote]ALL shards should be beneficial to you other than increasing the mana that you generate. For instance, to double the effect of say, a fire spell, you almost have to control the whole map to get 5 or 6 fire shards to create that effect in some spells. What if the map has only two fire shards? You're sort-of stuck in a bad way.
Good stuff - and thanks for the screenies.
They are planing on implementing movement path. As far as your second point of automated moves occurring at the beginning of the turn, not sure this is really a big deal.
Agree. A civ style system where roads provide trade and unit move bonuses would be great.
[quote who="Silicor" reply="38" id="3060843"]There should also be monthly wages for heroes, standard units are way more costly.[/quote] I like this idea, and maybe the maintenance ought to be based on the heroes level.
From the outside looking in, hearing all the "this is uber", "that is uber", "I pwn everything" - this is exactly what SD wants to hear. They specifically said they want to know how people are winning the game, and what tweaks they would need to make. To me, it would seem like, well, basically what seanw3 said in his post above. The AI needs work. Tweak leveling. The monsters need to scale better, and be more logically placed. And it seems maybe the loot needs to
Yes - increase the maintenance of a building based on distance from the city hub. I think something like this is implementable without completely changing the city-building mechanic. It is also simple and fairly intuitive, and will help reduce city sprawl and snakiness. Edit: And maybe building your city a certain way can bring about certain new city improvements or champion skills (don't have any absolute ideas here, just throwing it out there.)
Maybe they can increase the maintenance of buildings the further away they are from the city hub.
I think the city sprawl would be much reduced if they correctly implemented building upgrades.