John_Hughes

John_Hughes

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50 Posts 1,223 Replies 12,490 Reputation

And it must be remembered that Elemental will have Human vs Human MP component. Under such conditions the "slippery slope" effect must be balanced over the course of the games entirety. Player mistakes notwithstanding. Scaling is not an issue if it is as both sides can grow at similiar rates until the inevitable FINAL Battle. :)

30 Replies 149,525 Views

[quote]"Because of the tactical battles, I'm concerned about a couple of ideas I've seen on this thread: * aura-bonuses."[/quote] Don't like the term "Aura"? Then read my post again with it removed. I do play CoH and it is quite a good game. Ever unit has to be baby sat to some degree unless you just want to lose whole squads willy nilly. Micro m

15 Replies 56,611 Views

A Transfer of Ownership option might be useful. Assuming a 2 front battle and you see that your Ally is currently struggling against greater odds than yourself, you could select some of your battle forces and transfer them to him/her control for use immediately. As compensation, some pre-set percentage of any forces he/she/they are able

12 Replies 9,647 Views

What about Officer Aura's that work for a squad, or groups of men. Each Aura upgrade could be either Offensive or Defensive in nature and selection could be a pick of either. There could be 3 levels and selections could be mixed 2Def. vs 1Off, or any combo therein depending on the units expertise. Pikemen vs Mounted Warriors vs Foot soldiers etc. The group bonuses could be tied to the whole group and as a gro

15 Replies 56,611 Views

[quote] "But imagine if you loaded them into hidden cage traps, put them to sleep magically and waited for an invader to attack your city. Every street corner they turn would essentially result in constant OMGWTF BEAR AMBUSH!" [/quote] :) Unless of course the enemy had a Magic Sleep spell as well. ;) As to the point of "s

61 Replies 47,114 Views

[quote]"Animal infantry is just what it IS. Who said there was a leader?" [e digicons]*_*[/e] [/quote] I thought the discussion was about Seperate Mounted Combat attacks, covering both Mounted and Unmounted, and what happens to the Mounts if their Riders are lost. The Riders are most certainly their Leaders. Please note the OP's Topic of discussion

61 Replies 47,114 Views

[quote]"They would then become a unit of animal infantry instead of a dead unit of cavalry."[/quote] Then if that is the case, who instructs the animal Infantry, the Lead bear? And if the bears could suddenly act independantly on the battlefield without their riders, why even bother wasting the resources required in adding a "Rider" to the bears. <p

61 Replies 47,114 Views

It takes a "Knight" + a "WarHorse" = "Mounted Calvary" The horse by itself is nothing more than a highly trained, to not freak out under fire basically, unguided animal. The Knight, without his Mount, is nothing more than an un-weildy, slow, but heavily armored Chess Piece, on the Battlefeild. He isn't running around much at all and certainly isn'

61 Replies 47,114 Views

A combination of points usage might be the best. Every force would have so many movement points to use per turn. Once in range of the enemy force, movement points could be converted to attack points as well. Sorta of like the DnD idea of Move-Hit-Hit-Hit-End Turn vs the Move-Hit-Hit-Withdraw-End Turn. That way, I can probe the enemy for weak spots but save movement points for a possible withdraw requirement. U

86 Replies 75,910 Views

If we are to expect a realistic Medieval gameplay format, cities start out as the Sole Spire, created from essence of the Channeler. As was the case in Medieval times the City, towns and Farms configuration worked on the Center with wheel and spokes theory. The Spire was the Center/Hub with everything else radiating outwards from it in a wheel and spoke relationship. Everything will be linked, by the rule of adjacency as noted in the Dev Diary, and all fl

23 Replies 98,397 Views

Based on what has been written it seems likely we will see 2 different "Battle" systems in place. In SP there will be "Pauses" to allow the "Commander/Channeler" a restbit to assess his/her current battlefield standing. In MP this cannot be allowed or you can face those who would "Pause" constantly just to Urk the other player, often to a point of simply "I am outta here!" So it seems reasonable that a "# of turns" then a 15 second (arbitrary #, possibly set pre-game launch) "aut

47 Replies 106,888 Views

It is simply a matter of where to set the Abstraction level. One well trained soldier should take about 1 generation, or approx. 25 years to create based on some level of reality. How does that get represented in game terms? Are all people simply produced like clones? or is some level of reality to be sought. It seems that if any semblance of "real-time", other than "Battle" is to be introduced, simple things such as unit ages and or build times for know objects,&

24 Replies 11,647 Views

I assume the OP speaks of SP gameplay. If I have read it right, Elemental wil have a MP component. If you wish to test your play level vs a smart AI, play MP vs other human players. It doesn't get more competetive than that... ;)

13 Replies 7,971 Views
Reply to population in WOM Ideas

Like GalCiv, it seems fairly obvious that, YOU, will be able to select the map size. In the MP envirnoment, the Host would select it and it would display in the Game offering Selection window. Don't like Huge Maps? Avoid the games noted to have a Huge map. And if you select a small map, it would also be prudent to assume your Tech levels will be limited as well as you and the enemy will be interacting with each other much sooner. So as with most of the games that offer large a

26 Replies 61,916 Views

I like it. Using existing bits and bytes to create new units, then assigning them tech needs for each added component such that when you finally hit save, the unit will be wearing, toting and riding whatever you want, but the cost and or Tech required will be linked back to SD'd base Tech and reseach Tree(s). As noted by E_MacLeod. You design, the underlying Tech/Research system determines the cost and possible availability. That system, if actually realized, ha

83 Replies 199,034 Views

It has been noted by a Dev already that at some point, the Channelers will have Populous size destructive capabilities. That has to mean that at least the Channelers Trees will have power growth potential, whereas other trees may provide City building growth potentials because as also noted, large Armies, 10K + do not get produced from Farm based economies, but in order to have a 10K + military, it requires a vast and productive Farm based economy be up and running in order to feed, mount and

32 Replies 90,977 Views

One doesn't have to assume that coming out of the Dark Ages and proceeding to the Industrial Revolution took more than a week or month. We know that it took a very long and bloody path to get from one to the other. All the Dev have to decide in their new World/Realm is where to end the High End Tech run at. Magic will certainly add extensively to that Tech pathology. Perhaps the "Flaming Steel Sword" will be the epitamy of Elemental Tech adva

32 Replies 90,977 Views

I am curious to know how the Channeller will gain back the essense burnt off making such Enchanted Armories, the ongoing growth of his City(s) and the surely constant need for battlefield Magic's? One assumption that comes directly to mind is the control of more and more Crystals. That thought though could have some major drawbacks. One such drawback might be the loss of control of said crystals, either due to the attrition of war or will this essence be

45 Replies 24,665 Views

Perhaps some mechanic could be given to the player that allows various conditions, when met, auto pauses the battle so those conditions, after being met could be resolved int he following Phases/Turns. Example: When Battle Group A encounters enemy Battle Group B, if/when Battle Group A's total manpower strenght drops below 15% AUTO-PAUSE. If your Channeler gets into a conflict and his "mana" drops below 30%, AUTO-PAUSE. etc etc. That would/could allow for winni

92 Replies 224,218 Views

And one cannot always assume that those Scrub Grunts are stupid in there own right. As an example, in a pitched battle, 5 scrubs surround the Elite, not to attack him. that would simply be foolish, and they know this, but to distract him. Then from his Blind side, a 5th, mounted Scrub swoops in, lasso's the Elite's hiney and drives off with said Elite in tow back to a place behind the main battle lines, where he can be disposed of with relative ease. Scrubs do a

44 Replies 22,395 Views

[quote who="Spartan" reply="24" id="1947554"]I remember Enemy Nations. If memory serves it was a good game. It sort of reminds me of a high level Dead Lock. [/quote] Indeed it was a great game. I always liked its ultra realistic economy model (Human based of course) and that sort of model would also, that when modified to suit, certainly fit here. It was intuitive but as noted in the OP, time was the critical factor to assuring success. If you wan

148 Replies 496,954 Views

The description given in the OP reminds me of a game from the past. Enemy Nations. It was way ahead of its time and sadly the company got a raw deal and it was not widely know about. It is now FREE to download and can be found here. Just follow the links. http://www.enemynations.com/ Anyways, I am a old school StarDock fan and this one looks to have real promise. So forgive me if I spew

148 Replies 496,954 Views