GoodGame

GoodGame

Joined Member # 1796776
0 Posts 35 Replies 9,350 Reputation

I think custom races only benefited GalCiv2, so I'd expect the same for Elemental. Reading between the lines of the OP, then if you keep racial bonuses quite light in game effect, then I can only see it being light "chrome" to the rules that won't upset game balance. So in other words, sounds like an appropriate feature that will improve the replayability of the game.

151 Replies 391,537 Views

The way I see it, if there is a discrete strategy to some facet of a game (e.g. sacrificing a pawn so that the expected result is the other player would lose a more valuable piece in the process), then the AI can be taught to perform it, just as easily as the option can be coded into the game ruleset. The problem is deciding when the AI should best use that AI. I think that's where fuzzy logic and some randomization comes in. I think we give humans too much

39 Replies 80,759 Views

I'd say it goes with the game asthetic. In Supreme Commander, zooming is crucial. In Civ4, zooming is like setting the perfect the screen resolution on the fly. If unit design is truly an aesthetic experience, like Spore creature creation or GalCiv2 ship design, then some zooming will enhance the game, though it won't give the absolute game experience (e.g. I mentioned Spore. LOL).

123 Replies 292,428 Views

Pretty much including all D&D 3 to 3.5 would be pleasing to me, and probably most gamers. I almost didn't need to type that. :) There's really not allot of inventiveness needed to concoct such a list since it's largely mix elements + target effect + range + area of effect (edit: + cost, + duration of effect, yaddah yaddah). This would be one place to insert some procedural generation also. It's essentially Borderlands' random gun qualities. Possibly one t

243 Replies 848,326 Views

The One made Sauron so bad-ass. Plus he was quite a large humanoid. On the "Winner Take All" point of how many turns does the attacker have to "cap" the battle? Sounds like a perfect opportunity to incorporate some sense of logistics into the game. Make N proportional to the number of baggage carts that the army brought along with it, and make those a viable target for the defender to capture to cause N to suddenly drop and put the

469 Replies 1,490,037 Views

I could see that one might expect a divine quest giver to pay some serious retribution, like curses, etc.., but I wouldn't expect failing some quests to have an non-proportionately negative reward. I might expect failing a major plot to have a severe consequence (e.g. failing to keep atomic weapons out of Nazi hands, results in them using them on the battlefield), but still it should have a logic to it, and not all quests are so serious. And some quests are purely opportunisti

176 Replies 650,008 Views

[quote who="Peace Phoenix" reply="1" id="2372162"]I don't think that it will compete with SoaSE since the armada site http://www.ntronium.com/Armada2526%20Home.html state that there is a turn based strategy map (which reminds me a lot of the map of MOO2). The single player mode could be more a threat for Galactic civilization 2. It looks like some people are trying to a get another successor to Master of Orion 2 [/quote] It's $10ish through Atari or

60 Replies 144,630 Views

But to be fair, trade in item becomes currency once it develops and abstract value. I confused that point somewhat above. So really it's not whether or not the coins are made of metal, are round, or have square pegs stamped in the middle, or are cotton cords, they're currency if their manufacture is relatively centralized, and they abstractly represent trade. Barter is strictly trade of services for services. So it's logical that most large cities will develop a curr

13 Replies 12,253 Views

Yeah why not break up mundane damage more, into counters? E.g. melee vs. missile blunt damage vs. piercing damage Cavalry shock vs. Infantry vs. siege vs. super-sized tooth and claw. Sharp pointy sticks vs. cavalry Also, only four spheres of magic is pretty stereotypical and probably boring. Even MoM through in law/chaos, and life/death on top of those. D20 expands on that a bit more. Maybe go back to the d

80 Replies 128,879 Views

FPSs have largely always been about wanton violence----Castle Wolfenstein, Doom, etc... usually chaotic deathmatch, and a linear storyline of wanton violence against sanctioned foes (nazis/demons). Its been the rare FPSs that evolved that Team Deathmatch, and then even further to true team objective play (e.g. Enemy Territories). So maybe the FPSs have been devolving lately (we still have TF2 though), but they haven't evolved up that long to really complain.

64 Replies 176,192 Views

Sort of interesting. I think the main limiting factor is gamer overload due to massive #s of choices, thinking back to the massive unit/building/wonder mods that Civ3 had(The Double Your Pleasure mod comes to mind). Random bonuses/unique units/unique buildings are cool, but could easily be linked to incidental quests. E.g. the city has a magic node in it's region, so %chance that the forge evolves to be magical. Could be the same with the 'essences' though I admit

10 Replies 12,831 Views

Basically a kind of necromancy? I'd pretty much vote for ripping off D20 magic for a start. E.g. Arcane magic, Divine magic, Warlock magic, Sorcery magic, Elemental magic yaddah yaddah. I would like to see magic taken beyond MoM's stereotypical poles, though that's a good start as well. Might as well rip-off everything that has come before: e.g. spirit eating (NWN2:MOTB), golem creation, miscellaneous Conjuration, etc...

6 Replies 7,465 Views

Mercs are a good idea. There should be a good trade-off to make them a significant decision though. E.g. mercs are quicker to build (instanteous), or mercs come with extra abilities due to being battle-hardened.

27 Replies 24,496 Views

Interesting idea. Some of my favorite diplo wrangling in ToA is to get those unique racial techs. So any kind of teching that goes above and beyond budgeting research makes for a little bit more interesting gaming. But a thing to consider is that all the bonuses of these hard-to-get techs can easily be represented by any number of mechanisms. E.g. why not just give the bonus to the unit that kills 10 other units, instead of making that the criteria for researching a un

13 Replies 8,996 Views