Would I be correct in assumeing that we can agree on the following? Random helps replayability. Random that removes player choice is bad. With both a random map generator AND a map editor I would say it is safe to assume that replayability will not be hurt by 'Stale' maps. My concern is replayability due to 'Stale' tactics. I'm going to go back to Starcraft again as it is a GREAT game and when it came out I was a top player. I played Starcraft
Sammual
If I remember correctly Brad talked about wanting an engine and spell system that could alter the world. I read his comments as spells that could alter the terrain (Including passability). Sammual
[quote who="vieuxchat" reply="16" id="1927264"]Yep but where is the fun when the game oblige you? It should be a choice for the player, not something your comp' decide for you If I want to not use the heal spell then it should MY choice. Random elements should be kept to the map, other players etc... Not the core system. I also hate the level up system in heroes of might and magic (and I do love that game), somtimes you can't make the hero you like cause the game never let you choose the spe
I am all about #6 and #7. I love Multiplayer games but 85%+ of the time I play against just the computer so having a strong AI is a big plus for me. Sammual
[quote who="vieuxchat" reply="8" id="1926910"] Yeah .. the average player ... *sad* The morale system could be semi-transparent. And instead of having numerical values you would have a general indication of their attitude "brave" "fresh" "exhausted" etc.. and any mix of them (you can be brave and exhausted or fresh and coward). The total war series use that system and it doesn't scare the "average player"[/quote] I would love for the combat system
[quote who="vieuxchat" reply="13" id="1926887"] Quoting Sammual, reply 1 2) Random / Semi-Random spells - One of the things that made MoM so replayable was the Semi-Random spell selection. There wasn't a perfect Army setup for each stage of the game. You may not have Flaming weapons or Bless every game so you had to make do with what you had. Sammual But I hate the idea 2. For me that was the only flaw to MoM. I hate it when it's random. More
[quote who="BoogieBac" reply="7" id="1926606"] Personally, I'm really hoping for 'rpg-like' hero-controls -- leveling, equipment, etc etc -- to go right next to my large-scale TBS fun. Yes and yes. [/quote] Have I mentioned lately that I love you guys? Sammual
[quote who="vieuxchat" reply="5" id="1926561"] Really different unit sizes is a good thing. Moreover unit size should also have an impact to the ruleset (like a morale bonus, a stomping options or things like that) I really hate chessboard like maps. But it's just the fact that I played so many wargames with hexagones that I feel acustomed to it. A chess-map has a flaw the : diagonal move. You spent too much move points when you just want your unit to go diagonaly, an
I would LOVE a PBEM function. Sammual
[quote who="Mentora" reply="4" id="1925924"]I like Sammual's idea 2 and 3. [/quote] What about #1 and #4? Item creation was one of the best parts of MoM. #4 can be summed up as some way to make "The stack of doom" (The 'Perfect' army the min / max ers came up with) not work. I want the perfect army to be different every game as some parts of it may not be possible some games and other parts of it useless due to the currect situation you are in. I
1) Item Creation like MoM. 2) Random / Semi-Random spells - One of the things that made MoM so replayable was the Semi-Random spell selection. There wasn't a perfect Army setup for each stage of the game. You may not have Flaming weapons or Bless every game so you had to make do with what you had. 3) Terrain Modifiers - Along the same lines as #2. The Terrain that surrounded your city changed the value of some buildings (Sawmill, Minne
[quote who="Lothar" reply="6" id="1925406"] Been looking forward to this for a long time hope it is just as good as your other games! Art style is not what i was hoping for however. Little cartoony for my taste but long as the gameplay matches your past efforts thats a minor concern for me [/quote] Same here. I have been waiting for this game for 15 years! Age of Wonders: Shadow Magic was the closest game to MoM so far, I hope
I expect to see a strongly Master of Magic inspired game with a HoMM like map and movement. Huge flashy particle effect spells. Focus on tough choices between empowering yourself, your Heros, or your infastructure (Including your armies). A non-cheating AI that knows only what you would know in the same situation that is hell on wheels until we find it's blind spots. I expect to see my dream game..... Sammual
[quote who="GW Swicord" reply="14" id="1918404"] Quoting Sammual, reply 12 My guess is that Brad will post a single character from the press release every hour from now until next Tue just to keep us hitting the F5 key. Only 1 character an hour? That would only give us about 160 characters, depending on when you set the start and endpoints. Tickertape worked faster than that during the last great economic collapse. I vote for something closer
My guess is that Brad will post a single character from the press release every hour from now until next Tue just to keep us hitting the F5 key. Sammual
[quote who="Carl Aylward" reply="23" id="1917198"]Am I the only person who dose not really care about this new game? [/quote] Yes. Not really, I'm sure that there are a lot of people who don't care but those of us who do are fanatics. Sammual
[quote who="Annatar11" reply="1" id="1912402"]Well, initially Demigod was described as playing Assassins would be more RPG-ish, controlling a single character. Playing Generals would be more RTS-ish, controlling the general's creeps. So, that's primarily what I'd like to see. Ultimately, playing a General who can't control his minions "somehow" is really no different than playing an Assassin. Sure, you'll probably have lower damage output and different skill focus to complement your min
[quote who="kryo" reply="8" id="1894388"]We are planning to have a scripting engine, yes. Too early to say though exactly how much stuff will be modifiable through it. [/quote] I love you. Sammual
I hope that they go a bit further then a map editor and allow access to a scripting lang for map and mod making. Allow us to change the game rules, script world changing events that alter the terrain of the world, etc. Sammual
[quote quoting="post"] Right now, the team is working on the "unnamed fantasy strategy game" sometimes called "not-MOM" (not Master of Magic). [/quote] *grin* I'm glad my name for it stuck. I can't wait until we get more details on non-MOM. [quote quoting="post"]That game will go into public beta early next year and its release date will be largely based on player feedback. [/quote] Can we get into Public beta by pre-ordering? [quote quoti
I can't wait to learn more about this game. Sammual
Can we have some details on ImpulseReactor? Sammual
Random everything? No way. Adding some random is good. Random Heroes - I can't see more then a very small number of people ever using it. If you gave strong enough incentives for using it then people would just drop out of games where they didn't get one of the heroes they wanted. Totaly random maps are no good. They are not fair in Multi and getting a computer AI to play them well sucks. Having SOME randomness in the maps would rock. For example if you broke the stand
I would LOVE to see a diplomacy overhaul in 1.04 Sammual
I like Sins better but I am more of a MoO player. It boils down to three quetions; 1) Do you prefer Real time or Turn based games? 2) Do you want to control your ships in comabt or just see the results? 3) Do you want to play multi-player? Sins is Real Time where you can control you ships in combat and play against other people. Other then these advantages (To me at least) GalCiv II is a better game. Buy both (The cheapest way is through TEN.n