Tourresh

Tourresh

Joined Member # 650379
15 Posts 120 Replies 718 Reputation

For AI's most of their decisions could be a simple equation based mainly on their relationships with others, a trustworthyness type rating, and random chance would be good enough to keep things interesting. That would determine how likely they are to support something that you suggest or another nation wants. A lot of these events would need some custom equations for each AI to determine what was in their best interest.

6 Replies 33,937 Views

Whether or not there will even be intersoverign councils of sorts is unknown and there are many questions as to how they would work and why you'd join them. Regardless, using bidding and/or pooling mechanics would make these councils much more fun. Regardless of whether permenant councils will even get implemented, random events that require bidding and/or pooling with players would be a lot of fun. The goals of which are: -Provide player interactions we haven't or only rarely

6 Replies 33,937 Views

I could care less about historical prescedent as it is a good gameplay mechanic. If you want kids you have to risk the fact that whoever you get the daughter from will inherit your kingdom should things go wrong. I'm assuming the male sons will become heroes on the map right? Otherwise, why would I care about having sons if soverign death = kingdom over anyways.

104 Replies 354,233 Views

I'm not entirely sure what this has to do with the discussion about having more stats vs traits. Breaking down a stat and showing its modifiers isn't really anything I'm opposed to, and doesn't really add a stat so to speak.[/quote] I did that to illustrate two things. 1. That is how the screen would look, but it would also show secondary stats like number of attacks. Mousing over defense would also have the armor stat and some sort of agility/dodge. These would be total

95 Replies 269,290 Views
Reply to Mercenaries in WOM Ideas

Instead of having your nation be designated a mercenary faction I would prefer that you can be offered missions by other players to do X, with a reward on completion. Maybe like Sins, but with less suck.

27 Replies 24,074 Views

I've seen stats and attributes used interchangeable to represent the same basic str-dex-int type thing in many games. Since stat is short for "statistic" asking "What's your strength statistic?" is just as odd as asking "What's your strength attribute?" Regardless, I'll use your way to avoid confusion. I'd rather them balance an extra stat than band-aiding creatures with unique traits when they realize that many creatures don't fit into their current system well. Dom 3 and man

95 Replies 269,290 Views
Reply to Mercenaries in WOM Ideas

[quote who="Tasunke" reply="17" id="2464261"]As a long-time military builder (in games ) I know I would be quite mad if some goody-goody with lots of money was able to hire an entire army under my nose.[/quote] And I'm sure they'd be mad if they spent a long time building a civilization and you just spammed units at them. No one cares if either of you are mad. What is a problem is if they are unbalanced. The things that make them unbalanced would be low cost and/or being summo

27 Replies 24,074 Views

Few stats with a lot of unique special abilities to compensate is not the way to go. Special abilities are individually coded and you'd save a lot of time just by having more attributes and then adding abilities when absolutely needed. If stardock is scared about new players getting confused by stats then you could easily hide a lot of the secondary attributes that they wouldn't necessarily care about. These might only be viewable on a detailed mouse over or something.

95 Replies 269,290 Views

To stop everyone from giving their heroes and armies swords of +fire/+lightning/+ice/+mystic/+drain/+infinitedoom I'd prefer to have multiple enchant weapons and armors to be relatively rare. Here are a few ideas to stop that: A- Enchantment kits used on items have an increasing chance to fail based on the number of current enchantments. If i use an enchantme

4 Replies 5,956 Views

I think a more flexible system to allow for more user added resources would simply be that any tile has an X percent chance of having a resource of any type. The game then rolls to see what category of resource should spawn (common, uncommon, rare, unique, or maybe even categories based on terrain type or something else), and then it would choose one resource from that category.

42 Replies 84,066 Views

What about an XML attribute that allows us to determine if some sort of exponential formula is used for infinite research (either in research cost or benefit reduction)? Then I could say to players, "Yea you can research it forever, but it gets less and less effective the more you do it."

30 Replies 65,337 Views

One thing that really determines how much you see custom maps and mods is how easy players can automatically get the files. I look at games like Warcraft 3 and Starcraft where custom maps are automatically downloaded on joining the server and see that they have a plethora of custom maps and people playing them. Most other games don't have this feature and even if the maps are readily available in some official archive it still means that no one plays them. Automatic downloading of mod

25 Replies 72,865 Views

[quote who="SteelFin" reply="25" id="2396014"]I like the idea of bonus given according to who controls the resource rather than making them prereqs for crafting items. Made me think of watered down honey or varying metal mixtures. Controlling the mine means you can add more of that metal to your armor in turn making it better quality. [/quote] If everyone can make similar items, just some people can do it faster, the game loses some charm. I really like

95 Replies 660,132 Views

^ The above idea means that I would run in and steal a rare resource for as little time as possible and then queue up as many units using that as I could before retreating. Seems less strategic and more gamey to me.

123 Replies 357,018 Views

I like the tiering ideas as well as having a variety of resources that are absolute requirements, while others are merel bonuses. I would prefer more resources versus less as even if you have too many you can do the same thing you are doing with techs where not every resource is part of every game. Whether or not you choose many or few resources make sure the game can support an unlimited number of resources so that modders can go crazy.

95 Replies 660,132 Views

If I'm in a game and lose my sovereign on a rare percentage I am going to be super pissed off. On the other hand if I do the opposite to an opponent I'm pretty sure I'll only be feeling a hollow victory. Psychologically, both ways are pretty bad. If there were an evasion skill it does seem like the idea would be to not buy it so you would be powerful enough not to need it. I'm also kind of wary about the concept of having to feed your sovereign monsters to level him up. It jus

238 Replies 563,309 Views

*rewrites half written post on seeing NTJedi saying pretty much what I was typing* Anyways eems like there's a whole bunch of all encompassing teleport hate here, but almost all the talk seems to be about full army teleport systems. Smaller scale teleporting is basically the same as flying, but it diversfiys units thematically and also allows for some fun combat quirks. Having a unit that teleports 5 spaces instead of walking or has the option to teleport isn't hard to work th

40 Replies 20,310 Views

I like how some games don't automatically give you full vision in all your territory. Sneaking through other factions' territories should have no consequence unless you are actually discovered. It would give more importance to patrols, scouts, spells, spies, and watch towers.

7 Replies 6,050 Views

I prefer tick based PBEM hosts. By that I mean there is a central server which could simply be any one of the players. All players send in their turns and when they are all there the host automatically calculates the turn. You can also set these to automatically do a turn every X minutes/hours so that one person doesn't slow up a game for days.

33 Replies 16,593 Views

Wouldn't it be easier to just edit the main topic instead of posting new entries as a reply? Having to scroll through our replies will get pretty inconveient as this topic grows. Listing the replies sounds like it might not be worth your time. That would be a lot of topics to keep track of and it's usefulness is pretty iffy. On a related note, if people made topics have a bracketed section like [Trade] or [Interface] would save everyone lots of time as a simple search would get all to

163 Replies 311,493 Views