I like the idea of the "invisable familiar". That would be a fun spell. I would also like to see landscape altering spells like -"wall of thorns" that would give an undersized army time to retreat.
pillsbur
Here is an idea for alternate gameplay awhile back-it might be of interest to people new to the forum. I still think this would be a lot of fun. -In a really really large game world (the type that Elemental could provide) other game objectives could be developed. For instance, given the potential for unit and monster variation in the game as well as excellent AI, it could be a fun alternative challenge to have a long, thin strip of a world (providing we can dictate world d
Yes- a lot of content is still being added to the game and the online community is still very strong -as you can probably tell by the number of daily posts on their forums. You will also notice from their forums that people are still discovering new stratigies. That says a lot about how deep the game is.
I like the way the ideas in this thread are going. It would also be neat (you are right, ideas are easy!) if now and then a cavern found on one side of a long mountain range would allow (once whatever lurked inside was defeated) access to the other side of the mountain. Discovering something like this may be its own reward.
I like landisaurs's idea about city object that impart regional influence on monsters or wildlife. This would also be neat to include. From what I understand of the game, some of these ideas may not be has hard to implement as some other posted ideas. For Brad's resource model to work, the game already has to sense the distance and "connectiveness" of other nearby cities. I dissagree a bit with landisaurars (of course this is a fantasy game so all opinions are, wel
Sorry for reposting, (sort of like regifting!) but I made this comment at the end of a dying thead and was hopeing to get a bit more feedback. I like the idea of towns/cities not having to follow specific pathways or upgrades as they mature. For instance, maybe one small, centrally located village could have the strongest walls and best defence- in times of war, maybe most of your people would flock to this town (a storehouse of food could be kept here as well). Sure some outlyi
Good topic. One thing missing that I would like to see would be some sort of hospital or imfirmery. Protection against the the plauge, or faster healing rates, or a bit of protection against life-based magic (I am not sure what that actually means). I also like the idea of towns/cities not having to follow specific pathways or upgrades as they mature. For instance, maybe one small, centrally located village could have the strongest walls and best defence- in times of
Good post pigeon2! Just amusing myself thinking about invisable walls. It would be funny if faster units actually received some damage from encountering an invisable wall. Horse riders or someone with boots of speed could knock themselves out over such an object!
How about the illusion of having your units look like a completely different nation? This could be interesting/fun in a multiplayer game. "I'm telling you, that's not my blind spy!" It probably would be hard to completely had a city but one could certainly give out misleading information about it through illusions (size, defense, what is garrisoned there, ect.). If you were up against a known illusionist, this would certainly keep you on your toes. Again, could make
Have there been other games in which stuff like this has been successfuly implemented? Raiding ships that show no national identification comes to mind from the civ games but what else?
Yes-if done right, this aspect of magic could be a lot of fun. How about a spell that creates a fake double of an army or monster that you already have. Maybe the two must remain within sight of each other or something but this would be a fun strategy to play with for those so minded. You could also give the illusion that a town you own is really much bigger than it is. This may force others to quickly upgrade to a higher class of scouts (ones that have a better ch
Always--I like that one. And even if a lot of these spells appear too powerful. They can be balanced by not always working as intended 100% of the time.
I would really like to see the role/specialization of illusionists well developed in this game. A set of well rounded illusionist spells could really expand the gameplay stratigies. Effecting things like- Diplomancy- increase or decrease how nations feel about each other by clouding the eyes of leaders from other nations. Defections- cause a hero to defect to your cause-even if you allignments do not match. protection-even if a hole is knocked into your walls-if
I like the graphic style too. Its fresh and clean and leaves a lot to the imagination. One quibble-I hope the roads to not retain that look. I too thought they were power lines. Now that I know they are fences, all I can think of is why? To keep deer off the road? To keep the elite troop of blind death knights from attaching the fields? To keep the beer wagons from going into the ditch? ok enough
Not to gang up on NTJeti or anything but.....riddles make me itch. It would be cool to have the possibility of quests (or mysteries) triggered by events (the first city to reach a certain size, the first empire to have three forges, the first to contact a dragon or independant city, the first to research a certain spell or produce a certain unit ect.). Creative folks could really go a long way with tool like that.
So.... this might be a good place to bring this up. How screwed are they? Will there be resources from the sea that can be developed and used?
again, good job Luckman. I just WISH I had the free time to be more of a presence here!! [e digicons]:grin:[/e] I like all the ideas on this thread since they all give options for specialization - yet the specialization is at some sort of cost. -That leads to some good strategy and replayability options!
Wow! nice job.
Thanks Luckman! To reply to some of the other ideas in this thread. I really like some of the options/ideas of placing building next to each other for additional, special effects--I think that nearly anything in a turn-based game that can allow for more stratigic decisions will really enhance the depth and replayability of this game. I also the like the idea of picking a magical option to specialize in (for a particular city) early on at the exclusion of others. My i
To answer Raladon's question (why should non-magical folk fear magic) I think its basic human nature. Even if magic was very prevelant in a city (say half the people could use magic of some sort), for those who did not understand magic (it would seem like magic to them) even if everyone lived in haromy. If some non-magical family had a bit of bad luck it would be human nature to blame it on curse by some wizard (heck, a lot of people in this world blame events on the supernatural
In some civ-like games, cities have the options to specialize as centers of production, or learning, or agriculture, or religion. In this upcoming game I was wondering if cities could also have the option of specializing in magic. I think this option is most interesting when this sort of specialization comes with a cost (you can't be good at everything). For instance- a city located in the mountains to incearse its mining production may not be great a producing food. <p
I like this idea too. The "last ditch effort" is rarely (if ever) simulated in AI behavior. More thought should be put into this as I could see this being a lot of fun, more rational than some AI behavior, and lessen the tedium of the end game. Other suggestions: Hope this was not mentioned before but--a good diplomancy model should take care of some of the steam roller effect. Smaller fractions may band together to better defend themselfs. Again, prehaps
I like the idea of seasons and weather. But I think the time represented in an actual turn should remain vauge. As soon as you set it to a specific time, it will feel wrong for some aspect of the game (movement, seiges, battles, building improvments, ect). If the turn length is kept rather nebulous, its more likely that you can sort of squint your eyes and suspend belief. my two cents
I like this thread of ideas!! Maybe moveable artifacts could be found that, once placed inside a city, would allow for the constructions of such buildings. That would limit the number of such buildings and encourages scouting. I also like the idea of razing the city to obtain these artifacts for your own buildings. Great Idea.
In that case, I hope you include Shrads! [e digicons]^_^[/e]