A long time back I wrote two quest based paths to TOEE. 1. The first was: Once the players became aware of the spiders infesting the Delko woods the clock started ticking. Until the quest was completed the spiders in the woods continually increased in number. Once a set number was reached the spiders attacked the village of Hamlet - imagine a horde of giant spiders attacking a village. If the players completed the quest before a set date the village would not be attacked, if the
Edwin99
Gamespot has an article about how Guild Wars 2 will utilize quests that have a real effect on the game; "GW2 will be populated by numerous dynamic quests--quests that are ongoing for the player to discover. The example given was of a pack of savage centaurs terrorizing the countryside. Players will battle these beasts for control of a settlement. Anyone can jump in once the fighting starts, and the event will scale according to how many "active players" are present. If the pla
That said my top four list for improving tactical combat would be; 1. Special Abilities 2. Unit Commands based on Training - i.e. trained veterans could form a spear wall (protects against a charge) or a shield wall (protects against arrows), untrained peasants could not. Trained veterans would have a chance to make the first blow when attacked, untrained peasants would not. 3. Heros affects the tactics available to units they command. A trained warrior hero
I believe that StarDock is going to give the fractions personality in future patches and expansions. This patch (V1.1) was largely focused on rebalancing and redoing the existing mechanics to form a stable platform for the future.
[quote who="Aeon221" reply="5" id="2846027"]Without any sort of economic rationale to develop a fleet, we're better off not having naval combat. Otherwise ships end up like in every other game -- a pointless addition used only when you need to move your land troops across a body of water. [/quote] Naval functionality also provides strategic military options; Why take the long overland path when you can take a much shorter route over water
Water magic spells for naval combat could include; "Ocean Current" to give the ship extra speed "Whirlpool" to damage a boat in combat or trap it in a vortex, spinning it around and around. "Gaint Wave" to damage approaching ships "Suction Current" to pull a ship closer to your ship "Rain Storm" to reduce visibility Earth magic spells would be of limited use at sea as there would be no boulders to summon or
I would like to see naval warfare aspect enhanced to cover six areas; Transports - troop transports and merchant ships to transport. Ships - galleys (using rowers) and galleons (using sails) (perhaps a naval unit design option - i.e. some galleys have rams, other catapults) Ship Attack Actions - ship-based archers, weapons such as catapults and rams Boarding Attack Actions Technology for ships - nav
A few years ago I worked on the AI for a WWII Strategy game called Patton Drives East. A simpler game than Elemental, with fixed opponents and a single map (covering USA, the Atlantic, Europe and the Middle East) it utilized a personality driven AI that adopted a randomly selected strategy at game start based on random seed(s) generated for the AI player. Example: An Allied Human player might be facing an Axis AI that adopted; 01-20:
I would like to see the racial choices at sovereign creation have a real effect on gameplay, such that playing the game as a Trog sovereign is really different from playing the game as a Wraith or a Mancer. These differences should be amplified by greater differences between each fraction, especially the empire fractions of the Fallen. Example: Wraith - a fallen race with strong ties to the undead, I presume as I don't see a written descripton of the Wraith race.
[quote who="Nabbar" reply="3" id="2830168"] In other words, another weakness of the game. NO differences between the rases. NO personalility. [/quote] Would this be easy to rectify? The base stats of the non-human different races could be different (Trog: Strength +2, Intelligence -2)(Wraith: Constitution +2, Charisma -2) A race could be given access to race specific talents A race could have access to race specific spells A
When I create a sovereign, I have a choice of races. But I see no difference between the Mancer and the Wraith or the Trog? I would think that a Trog sovereign would be stronger? but it's not - its unmodified strength is 10 - the same as a human mancer. I would think that only the Wraith would have access to the summoning spell book during character creation, but they don't. No one does. Do a sovereign's race only affects its relation to fraction
1. AI attacks with low powered stacks in late game. The AI should consider using low powered stack in the early game when the human player may not have any trained units to defend his cities. 2. If AI knows its going to lose a conquered enemy city it stays to defend it or it runs away. The AI should consider razing the city and runnning away. 3. AI never builds bowmen, this allows the human player to do damage (or eliminate) AI forces before they
AI in an RPG, is sorely lacking and makes replayability too predictable. Though there are 3 levels of AI that an RPG could incorporate; all that I have played only have the first one the tactical battle AI. Level 1 - Tactical Battle AI Level 2 - Dungeon AI - for some dungeon defenders (not all) Level 3 - Major NPC AI - for the few powerful NPCs What is a Dungeon AI? Its an AI that co-ordinates the response
[quote who="Wintersong" reply="14" id="2818876"] With innovative skill sytem. [/quote] Agreed. I want to see a skill system that offers players dramatic new strategies for resolving quests and tactical battles. Here are five examples where investing skill points can give a PC new options for adventuring. (assumes use of Pathfinder OGL ruleset - the open gaming license allows a developer to use the core mechanics (and modify them as they wi
I would like to see quests that change the map; a. Complete the Quest and an island rises up out of the sea (you need a boat or teleport to visit the island) b. Complete the Quest and a nearby mountain turns into a smoking volcano or a lake of lava appears on the map c. Complete the quest and a earthquake sinks the surrounding lands and topples buildings in nearby cities d. Complete the quest and the surrounding lands turn into fertile
TorinReborn, I agree that the RPG should be free roaming with an interesting story and strong characters. ----------------------------------------- In fact, I would like to see the PCs choices influence the path of the game. Example 1: Two quests - Clear the Spider forest and the Dungeons of Stone. 1. If the PCs visit the Spider Forest first the Dungeons of Stone adventure becomes more difficult to complete as Hobgoblins have moved in to take over t
Another reason to use the D&D ruleset (aka Pathfinder Ruleset or the d20 Ruleset) is that the ruleset has been extensively playtested and documented. By adopting a proven ruleset the designers can focus on what really matters - the user experience and developing an RPG world with locations, quests, adventures, dungeons and an NPC AI that will engross and challenge players. They don't have to spend months building and testing a new ruleset that may not work as w
8. Another feature I would like to see are 2 skills that are not included in most RPG games; Jump & Swim Each one of these would give the PC more options when confronting a challenge. Jump - a character can leap across impassible terrain or safely jump from rock to rock across a river of lava. A successful skill check lands you at your destination tile, a failed check lands you on a tile in the middle of your jump distance - which may land you in deep
I would like to see Stardock consider an RPG for their next game that would feature 7 elements; Pathfinder RPG Rule-set ( http://paizo.com/pathfinderRPG/prd/ ) under Open Gaming License; i.e. free to use Overhead perspective with turn based tactical battles (aka Return to Temple of Elemental Evil) World changing events caused by player actions or inactions that have a profound effect on gameplay
1. Dungeon maps that only sovereigns and champions can enter, not army units. 2. Combat specific unit commands (shield wall, charge, withdraw). Each tactical combat turn a combat units can select an action. Example: Withdraw - Unit automatically withdraws 1 tile when enemy unit enters adjoining tile. (cost: -2 movement, automatic morale check for defender if unit withdraws 1 tile - i.e. peasant units are more likely to panic and run if ordered to withdraw)
I like the idea of NPCs having different attitudes towards a kingdom that affects the price of hiring them. This could be enhanced by giving NPCs a good vs evil tendency. A NPC that favors good might leave your service if you attack a non-threatening wandering NPC (which I do frequently to gain experience and gold) or raze a city of their own fraction/race (i.e. kingdom sovereign razes kingdom city). An evil leaning NPC would not care. NPC Lo
Summary: Assassins are champions that can enter enemy cities and engage enemy sovereigns or hero's in one-on-one tactical combat that occurs in a "grand hall" tactical map. Detail: Assassins are a special type of champion that targets enemy sovereigns and hero's. When they enter an enemy city tile they engage the target; if present, in tactical combat that occurs in a map of a great hall. Champions can be assigned an action of Bodyguard. A
AI Sovereigns with really different personalities that engage the player. Example: Ravager - A brutish AI personality that pursues a policy of razing the cities and lands of his enemies. He sponsors bandits (new unit that has a hidden owner) that raid the caravan routes of other sovereigns who do not pay him tribute. Example: Swiss Guard - AI sovereign that believes in cautious expansion, a strong econmy, and strong defenses. Example: Dealer -&
I would like to see charisma affect the production of conquered cities. Base Production for Conquered City = 40% Base Production for Conquered City with Champion Charisma Base Production for Conquered City with Champion Charisma >=12 = +2%/turn to base production (i.e. after 10 turns production = 60%) Base Production for Conquered City with Champion Charisma >=18 = +3%/turn to bas
And, only sovereigns, their champions and summoned creatures should be able to enter the lair.