Darkodinplus

Darkodinplus

Joined Member # 2409723
3 Posts 181 Replies 11,660 Reputation

Well to be fair I personal enjoy originality whether that is taking a classic and revamping it or coming up with something completely unique. Fantasy races can add a lot to a fantasy game but are far from mandatory in my opinion. Besides the most vicious and tragic wars are fought between brothers (aka civil wars) and since the two factions are kin if the historical, diplomatic, and story have the proper depth and scope I would guess no one will be disappointed. On a side note however we

106 Replies 383,137 Views

Well I think we all pretty much agree that if player designed “super weapons /units” are possible to create they should have reasonable (on a per weapon / unit basis) time, research, and cost requirements, it would be crazy to make them to easy to produce. If the player has the ability to pump virtually unlimited amounts of modifiers (HP, damage, defense, etc) into a X ring for example and then equips a unit with said X ring there you go super unit

39 Replies 33,170 Views

While I believe the theory is solid actually implementation would be difficult or impossible given the scope Elemental already has. I would prefer that Elemental divide the main quest or master quest whatever its called up into segments (lets say 5) and then come up with 2 or 3 unique events for that segment. This would give the master quest a nice degree of variability but would stop short of the daunting task of making the quest totally different and potentially one d

7 Replies 41,766 Views

[quote who="Tamren" reply="1" id="1993216"]You call that a long post?!?! One challenge with military fortresses is that you can't force people to attack them in most situations. You can build a wall to block off a valley and put a fort up over the only gate for example. But there will be plenty of situations where your fort will have a lot of empty space around it. [/quote] I like the idea of having fortresses and watch towers and Tamren makes

9 Replies 10,487 Views

I don’t think it would be possible to get around some sort of a time restriction on multiplayer games for duels or regular turns. Single player on the other hand you could totally remove any time restrictions. I probably should have included that distinction in my original idea.

29 Replies 95,749 Views

You have a point, which was hiding in the back of my mind while thinking of plan b. I kind of attempted to address it at the end of my post with the comment on scaring and knock outs. I can’t really think of a good explanation for why a stronger Channeler would hold back to such a degree that it would potentially cost him something important. That is very counterintuitive to anyone I would think. Of course maybe there are some features in Elemental that would make plan c more viable and

29 Replies 95,749 Views

Ok I think I understand where your coming from now. So in a non-fatal duel your assuming that a Channeler that kept all their essence would have an unfair advantage over a Channeler who invested essence thus potentially giving the first Channeler all the rewards from quests or diplomacy? Hmmm, I can think of two ways to address this. Plan A; (what I thought originally) have non-fatal duels be set at a

29 Replies 95,749 Views

Oh here I thought you meant in the fatal duels, a balancing problem with non-fatal duels didn’t even register as a possibility to me. Well in a non-fatal duel no one is going to be killed or injured (severely anyway) so I really don’t understand where your concern is coming from? Is your major concern attack X by essence keeping Channeler defeats essence invested Channeler in one hit or a situation like that and how would that be a bigger problem for the que

29 Replies 95,749 Views

[quote who="GW Swicord" reply="13" id="1989760"] like those old German fencing clubs where you weren't really cool until you had a nice scar across your face somewhere.[/quote] Hmm, permanent scaring of Channelers through the dueling system I hadn’t thought of that but it does sound very cool. Having your Channeler in some major duel against an arch-rival only to get the left side of your face burned off by a fireball or get yo

29 Replies 95,749 Views

This diagram seems very simple yet effective. I do wonder however will there only be four areas of customization (weapons, armor, helmets, and training) or will the player later on have the ability to add boots, magic rings, amulets, and pendants? Can we assume equipment creation is a similar process? Either way I really like how simple and straightforward the process seems to be from your diagram although I would hope for more options later in the game. This answers some

106 Replies 383,137 Views

[quote who="pigeonpigeon" reply="21" id="1989469"] Quoting landisaurus, reply 20 Yeah I don't think going 64 bit will allow revolutionary AIs. What should, though, is multiple cores.[/quote] Actually since programs can use more memory in 64-bit programs it could potentially have a huge impact on AIs but it would largely depend on whether modern AIs are limited by processing or how much code they actually have. If I had to guess I would say the current bottleneck is

28 Replies 19,069 Views

Well in order to get this thread back on topic I’ve recently though of a new way non-fatal duels and dueling in general could be used in Elemental. Quests could make great use of dueling both fatal and non-fatal for example, to get a dragon (or some other powerful sentient beast) to ally with you it could demand you prove yourself in battle against itself. Granted the dragon would probably need to take it easy on you so as not to kill you but still that would be p

29 Replies 95,749 Views

Oh yea, I totally agree I didn't see that at all in your first post. I didn't mean to suggest that armor/weapons should come out of thin air just that based on the number of total reservers that you have a % above what you need in equipment is produced. I would have assumed this goes on behind the scenes without the player ever having to see it though.

32 Replies 133,072 Views

***EXAMPLE*** Ok let’s use basically the same example as before Player A and Player B are going at it everything is pretty even, then Player A gets the allegiance of some magical beast that decisively tilts the odds in his favor. Now getting this magical beast cost Player A both time and resources which Player B has used to invest in advanced infrastructure in 3 of his key cities. Now Pl

39 Replies 33,170 Views

[quote who="pigeonpigeon" reply="1" id="1988356"] I think end-game channelers, especially on large maps, will be able to significantly overpower dragons. If your channeler is able to cast a single spell capable of devastating the entire world, he should be able to handle a lone dragon. Plus, who's to say you can't confront the dragon with an army at your back?[/quote] We don't really know, you could be right but since the dragons survived the devastation brought about f

39 Replies 33,170 Views

[quote who="pigeonpigeon" reply="19" id="1988336"] And equipment would still be a concern - it would have to be in order to be balanced, for one. And it would also have to be to make any sense. THat equipment that's kept at some base (more likely with the reservists) while they aren't using it, would have to be stored at some point, taken for your 'revenue' of that equipment. [/quote] I don't really understand what you're saying here would you mind providing some clari

32 Replies 133,072 Views

[quote who="pigeonpigeon" reply="24" id="1988274"] Why? If your channeler alone is powerful enough to kill a dragon all by himself with minimal effort, then why would threatening it be unintelligent? A dragon that's been forced into serving you should have a chance to go rogue and turn against you, though, so it would be a risk. Plus it could make all other dragons think less of you.[/quote] I've had well over 150+ planets in GalCiv2 on the larger maps and that is a 32-bit progr

39 Replies 33,170 Views

[quote who="pigeonpigeon" reply="16" id="1988225"] But that doesn't have anything to do with whether or not replenishing squads costs the same as training new ones [/quote] Actually it does, I thought an upkeep cost to a reserve system would be obviously but this upkeep cost would replace your one time training cost for new recruits and shorten the time required to get fresh troops. Also with a decent reserve system equipment wouldn’t be a conc

32 Replies 133,072 Views

[quote who="pigeonpigeon" reply="22" id="1988154"] Wow ,90 cities... Honestly I think if you're at that stage, you'd both be fielding such powerful armies that even a dragon wouldn't be able to so drastically sway the odds. Frogboy has said that a single dragon would be capable of wiping out a thousand regular soldiers all by itself, but if you've got 90 cities I'd imagine you'd be able to field several armies numbering in the tens of thousands of soldiers each. [/q

39 Replies 33,170 Views

[quote who="pigeonpigeon" reply="14" id="1987986"] But I still think I favor equal costs for replenishing squads and training new ones. [/quote] This is exactly why most nations have some sort of reserve system, so they don’t have to take the time and money to train fresh recruits. I personally find this along with the reputation of a squad idea flawed, replacing X number of soldiers shouldn’t cost or take as long if you hav

32 Replies 133,072 Views