Can't wage an epic war against the powers of the universe with out a full stomach.
Darkodinplus
[quote who="GW Swicord" reply="16" id="2240886"] And maybe I've been alone so far in thinking that essence was a factor (a channeler stat like strength, wisdom, or dexterity) in how much mana you can channel at a given time. Probably some unconscious Wheel of Time thinking there.[/quote] I agree essence should be based on a stat but I lack sufficient information to decided wether it should affect total mana comparable to intelligence or wisdom in most games. I coul
[quote who="GW Swicord" reply="9" id="2240008"] IMO, getting to zero essence should be effectively Channler Death/End Game For You. [/quote] I rather like this idea. Although if death was considered to extreme a severe loss of power would be acceptable. You could have safety margins for essence abilities adding another layer of depth to their use. For example abilities highlighted with the following colors. Red: Have 20% below the required essence for an action, high
[quote who="pigeonpigeon" reply="5" id="2239314"] Your method somewhat alleviates one of the issues, but it is still there. If I cast a world-wrecking spell and the world manages to recover, and the game continues for a long time after, I want the option to cast another world-wrecking spell. If my essence can only increase back to some small fraction of the original total I won't be able to do that (and the notion that a 'potent doomsday spell' would only cost as much essence as strength
[quote who="pigeonpigeon" reply="25" id="2238864"] maybe a very small but constant trickle of it over time. It shouldn't be tradable or mineable or any mundane thing like that. And I think it would be just as precious as if there were an absolute limit on it.[/quote] That is more or less what I proposed earlier in this thread. Obviously, I have not idea how the system is going to work but let's say basic level essence usage (noticeably strengthen a hero, notic
I'm really looking forward to the multiplayer in Elemental. I also wouldn't mind checking out Demigod but I'd like to download the demo before I buy it. If the demo is ever released that is.
Nice, I hope you can have up to 8 people playing the game now. 8 vs 8 vs mode would be awesome but they had better add at least 5 new boss infected. Also, Louis for the win.
I would be devastated if you didn't have a large and unique variety of weapons to choose from in Elemental. My main fear however is while swords, spears, axes, etc will look different their actual usage will be static with each only doing a generic amount of damage. I hope there is a deep combat system that makes using spears vs swords vs axes a more tactical decision than aesthetic one.
[quote who="Luckmann" reply="16" id="2236065"] I then suggested that 'Core Essence' would basicly become Mana. Why create the concept of 'Core Essence' when Mana will or could potentially fill that role already. Mana grows back. Mana is a (possibly rare) commodity that (possibly) grows back on an individual basis or as a civ-wide resource.[/quote] Just because something could fill the role of core essence doesn't mean it will. I'm assuming mana and essence will only interact for
[quote who="Luckmann" reply="9" id="2235909"] There's already Mana and Essence, doing pretty much what you're describing. Why would there be a need for both 'Core Essence' and Mana when they could easily be interchangable (if not applied directly as you suggest, i.e. "95% of total essence"). I'd say that the amount of Essence you have will exponentially grow (but not 'grow back') during the course of the game, making whatever amount of Essence you had at the beginning trivial
[quote who="pigeonpigeon" reply="1" id="2235340"] And I don't think it'd be unbalancing, either. To take the aforementioned example, I could choose to train 50 soldiers to use both a sword and a bow, or I could train 50 soldiers to use a sword and 50 to use a bow. In the former example you get 50 versatile, potentially better, troops while in the latter I get 100 troops (for the same number of weapons). So there's a natural trade-off, so that making the versatile units isn't always the b
I’m a bit torn in this debate on the one had I believe essence should be a nonrenewable resources but having something be completely nonrenewable would be hard to balance late game. You would potentially end up with situations where decisions made in the first 10 turns determine if you won the game. I would propose a simple fix to this problem; have regular essences and core essence. Regular essences would be completely nonrenewable in addition to accounting for 9
In my personal opinion putting the emphasis on super instead of soldiers would imply a lack of humanity or a focus on technology / magic. Placing the emphasis on soldier adds to the humanity of the person in question in addition to their ideals, values, and what they are fighting for. In short every real soldier is human(oid) and could be a "super solider" but not every "super soldier" is human(oid).
Wow, you resurrected my super soldier / weapon thread like a phoenix from the ashes. Speaking of which it would be nice to get some info on this from the devs.
Lineage could easily be added but doing it very well so it feels important would take some time. It might not be in at launch but I would suspect that if the demand is there Brad would have it added in a patch or expansion. Edit: two words: Super "SOLDIERS"
Love the info can't wait to see a short video of this in action (hint, hint). It does bring up the question for me at least can the player choose a form of government or is everything a monarchy / totalitarian dictatorship? It would really be cool to have more complex forms of government that actually affect your nation in Elemental. In most games choosing a form of government just provides some abstract bonuses to economic or military stats.
I think by making an entire military dependent on more resources than just gold that it would cause stacks of doom to be less likely through creating more targets of opportunity. In most games if you have the money you can create stacks of doom and there really isn't any way to effectively cut off the flow of gold unless you capture cities. If other resources are thrown into the mix you don't necessarily have to capture a city to cause trouble for a large military nation.&
Looking at that video again if you watch carefully at time 0:45 especially in HD when the three armies are converging you can see the Aeon army on the right with Galactic Colossuses, the Cybran army to the far left with those Terrorsaur bot things, and closest to the camera the UEF military with weird looking tanks which I fear are Fatboys.
[quote who="Kitkun" reply="9" id="2232325"]What the heck is with the robot with a mouth? [/quote] I like the design of the terrorsaur looking bot, that has to be a Cybran unit since they like animalistic designs. Also, I seriously doubt if that is the fatboy it will look like that when supcom 2 launches.
[quote who="kryo" reply="8" id="1932527"] Heart! Go planet?[/quote] Hmmmm
[quote who="pigeonpigeon" reply="12" id="2232021"] This is one area where I'm more than happy to depart a little from reality for the sake of gameplay. Movement penalties and combat efficiency reductions would both be efficient ways to help prevent Stacks of Doom. The advantage of having several smaller penalties compared to one giant penalty (in this case upkeep) is that it's more scalable. The penalty needs to go up faster than linearly, which means (if the penalty is large enough to b
Looks awesome, but I hope GPG doesn't sell out and make some FF bull**** story. The economy in supcom & FA never really bothered me I hate to see it go. I hope they don't totally jack it but just tone it down a bit.
[quote who="pigeonpigeon" reply="9" id="2231728"] larger forces move slower, cost more to maintain, and don't fight as cohesively as smaller battalions[/quote] Actually that is depended on the type of military organization being used. Typically the larger army is slower but not always. As for cohesiveness that largely depends on how command is structured. The only consistent flaw of larger forces is they cost more to maintain hence as I stated before the best way to go about this
Nice, I can't wait to see the new UEF experimental units. Hopefully they will either phase out or revamp that sad excuse for an experimental weapon the Novax suborbital defense satellite. GPG games don't have great plots but I fear this one is going to be weaker then supcom 1 and FA. My predictions for supcom2 since we know QAI is still alive: QAI kills brackman, made it look like the UEF did, Aeon get drawn into the battle, QAI manages to give the Seraphim access to human
[quote who="NTJedi" reply="16" id="2230929"] it would make it easier for Stardock to count the actual votes of the community if they had a polling option for the forums. [/quote] Fixed Also, by my count there are at least 7 different camps now including the ones suggested in the last 4 pages.