[quote who="Spartan" reply="5" id="1932634"]I really like the SMAC research system personally. To me it added much to the games replay value.[/quote] + to replay value = win. Sammual
Sammual
[quote who="MatBerryman2" reply="1" id="1932493"] Randomising the spell book was one of the best features of MoM it meant no matter what, you were never quiet sure which spells you were going to get. And forced you to change your stragey regularly. Which is always a good thing.[/quote] QFT As I've said in other threads I am all for this. Remove the 'Rote' vote for random! Sammual
Hey all, I would LOVE a dev post tracker function. A search that returned all Stardoc employee posts and replies ordered by date. Thanks, Sammual
[quote who="Zamul" reply="15" id="1931549"] Quoting Frogboy, reply 14 do the arms have to be shipped from across the world? So I suppose the distance these caravans have to travel play a role in the manufacturing speed?[/quote] The unit can't be built until everything that is needed is in the town. so indirectly yes. I am going to have so much fun raiding caravans. Sammual P.S. Brad, if I raid the caravan containing magic swords for my oppo
[quote who="vieuxchat" reply="12" id="1931452"]It would add the randomness you want and the controlability (does this word exist?) I want [/quote] Ahh, but it wouldn't add to the Randomness I want. I want to make the game as replayable as possible. Giving the player a different set of tools to play with each game makes each game different as they have to make different decisions each game. The research method you suggested would allow a player to get exactly wh
[quote who="vieuxchat" reply="10" id="1930865"] Isn't it too large? Only the very basic ones (for garrison) should be buildable. The more advanced ones (but not the very special ones) should need something (spell? avatar trait? diplomacy? bribing?) else to be buildable. The special ones just can't.[/quote] After reading today's journal post this just become obsolete. The units are always 'designed' by the player from techs and resources they have. Sammual
[quote who="vieuxchat" reply="10" id="1930871"]It seems my MoM memories are a bit ... too old Anyway it's still burden that isn't needed. A researcher should always (even with few books) know what they need to research. Number of books would limit the max level spell that is researchable. What do you think about my idea of searching genral branch and the result is random? You would have to ask "I want a level 2 spell of summoning" And the spell would be random with weig
I don't think we have enough info on how the 'continuous turns' in combat work. Personally I think the best option would be to have them work a lot like HoMM V except where in HoMM V you have to give each unit it's order when it is up you give each unit a goal at the start of combat and can change goals by pausing and giving new orders. (By goals I am thinking about assigning a target and a prefered attack method) Sammual
Dominions has map locations that give bonus to spells cast from that location. I think it works very well. It would work even better in a game where you could NOT build a city or fortifacation on that location. It would make it a harder choice to decided if you want to risk your avatar or spell casting hero by putting him on that spot to get the bonus. I'm not a fan of locations that; allow the casting of a spell not castable anywhere else <
I love it when games start out with a challange. I am not as big of a fan of the 'exponentional growth factor' that many games have where as you put it 'The growth of the empire could be traced back to those first few decisions'. Sammual
That sounds great. It sounds VERY ambitious. I have a question about the 'Training' component of unit creation. I've noticed from the screenshots that all units have level ratings. Would the 'Training' component cause the unit to start at a higher level or would it just increase the base stats of the unit? Sammual
I would love to play a game now and then where it felt like I and the other wizards were the underdogs, attempting to create civilization out of the wilderness. Sammual
I perfer worlds that are tubes (They wrap east to west but not around the poles) Sammual
[quote quoting="post"] I believe games should require permanent tradeoff decisions. The most fun is when you have to make a tough branching decision on a path for example that closes down other options. But the idea of choosing a path that eliminates other options, I think makes a game more interesting. [/quote] The best games are the ones full of meaningful choices. Having some choices be mutualy exclusive makes these choices harder and re
No. See https://forums.elementalgame.com/329390 Sammual
It looks like everyone wants the Demon at the bottom of the dungeon to come out every so often and kick some tail and go back home with even more loot. Sammual
With 'Personal Magic Power' as your main limiting factor in the game the 'you die and it's over' mechanic is the only one that makes sense. Every time you found a new city, create an artifact, empower a hero you make yourself that much weaker. If you could come back as your self or an apprentice the choice of weather or not to weaken yourself to empower a hero isn't as meaningfull. Sammual
I think that all factions should have 'Standard' and 'Special' units. Standard Units would be Spearman, Swordsman, 'Basic Ranged', 'Basic Mounted', Catapult or Ballista, and 'Basic Caster'. Special Units would be unique to each faction, like Paladins, Unicorn Riders, Giants, Cannons.... If you took over a factions town you could build all of thier Standard units but not the Special units. Simple, easy to code (More time for cooler stuff), and it keeps each fact
[quote who="vieuxchat" reply="7" id="1929943"] Maybe we're not talking about the same thing. I'm not talking about availability, but research. If I take only 3 books of nature I think i can't cast better spells than the level 3 in nature. [/quote] We are talking about different things. In MoM if you took one White book you could CAST any White spell. You had the ability to research 1 Rare Whites spell, 3 Uncommon Whites spells, and 5 Common White spells.
Cheap easy way to keep persistence between missions; 1) Your Score on the mission is very heavily based on how fast you finish it. 2) The opponent's forces for each mission are not static, they get a force equal to what you bring into the mission from
It has already been stated that if your avatar dies it is game over for you. I like it that way. Sammual
It sounds like your personal magic power is the major limiting factor in the game. You have to balance your spell casting strength vs the power of your heroes vs your city expantion vs (other things you can do with your personal magic power that we don't know yet). I like the concept a lot! Sammual
I'm in. I can only do programmer art but I'm sure I can talk my wife into doing some artwork for me. Sammual
[quote quoting="post"]While Elemental comes with two races -- Men and Fallen, each of these races are split into 6 factions each (12 total). Each of these factions has its own technology tree and own spell book to make each faction play very very differently. [/quote] Are the faction spell books mostly different in theme (Ice DD spells vs Fire DD spells vs Both Fire and Ice but less damaging) or substance (No DD spells vs no Healing spells vs no Summoning spells)? S
I'm with both of you. The PvE was a big part of MoM and was missing in AoW. Brad has talked out the dungeons so we know there is some PvE, I just hope the PvE is rewarding enough that it can act as a buffer between players. Sammual