tanafres

tanafres

Joined Member # 2479746
0 Posts 53 Replies 4,384 Reputation

Fantastic! Here's why (IMO): 1. adds real tradeoffs and strategic importance to the selection of where to build roads (I've played a lot of games, and I can't think of any that did that well) 2. greatly reduces or even prevents that ugly and unrealistic 'road spam' 3. makes large swaths of the world feel much more organic - in both ways. Unmaintained roads slowly falling into disrepair is an awesome idea, especially as defeated opponents roads crumble. In the other dir

14 Replies 69,447 Views

The Daemon artwork is awesome. The Edar also looks cool, but I see an opportunity. The wingless wing-structure. A common trope used to make bad things look extra-cool, they don't actually make sense (except on reanimated formerly winged things). Buuut... what if they were actual attack / movement limbs? Like spider legs, or Kerrigans extras in Starcraft? If nothing else, that would let you create some sick running animati

84 Replies 261,026 Views

Try Kings Bounty: The Legend or the very similar but newer Kings Bounty: Armored Princess (personally I got both of them from Impulse - super convenient). They're both great; I prefer the first (KB: The Legend) because I preferred it's alternate magic mechanic (box of rage vs pet baby uber-dragon). The series is based on the same origin as the Heroes of Might and Magic games (Kings Bounty, back in the 1980s), except the King's Bounty games are truly excellent. I've always felt tha

5 Replies 6,944 Views

I don't think demons are planned in Elemental. That said, your research idea is great, right down to the unreadable mystic runes on the info card. It gives the player an additional connection / gameplay option for all of the otherwise random wandering monsters - awesome. Since there are no demons, instead of summoning it would be corrupting / modifying existing natural creatures (which is how they were made, based on previous comments). I'm not suggesting you

30 Replies 82,680 Views

I love it. You manage to differentiate between the different planes and make them meaningful. That's the problem I've always had with 'below ground' levels - they add additional grind without real meaning, and make me immediately want to stop playing - especially as they usually pile on an additional movement penalty. In contrast, Myrror in MoM had real, interesting differences and trade-offs. Your idea might work even better.

32 Replies 27,750 Views

Ok, this bugs me. Every time someone posts to have less numbers, and instead more meaningful capabilities / effects / whatever, someone says that under the covers it's all numbers. That's roughly equivalent to saying food is just chemicals. True, but not helpful. If you watch what the posters are saying, they're not saying that we shouldn't be presented with meaningful numerical information to make decisions with, but instead that discoveries, unit abilities, special events et. al

15 Replies 57,587 Views