I dislike the idea of the lands cleansed with essense, going back into ruin once it's Channeler dies. Yay! I've fought a long campaign and finally killed off my ArchRival Channeler.....oh no, all the cities I bled in capturing have all permanently gone to ruin. Oh no, the little guy who hasn't fought at all and simply leveled up all this time is now the same size as me (since I don't get to keep enemy Channeler cities once they die) AND is more powerful.
Paradoxnt
You see, the problem is that if they try to make fighting withdrawls/retreats/routs where the guy running away gets to pick which of his units live and die (while the game forces the enemy commander to fully cooperate with whatever the fleeing commander decides) = complicated and lame! 'Sire, the enemy battle mages are making a break for it. However, the enemy infantry is trying to cover their retreat'. 'Very well, send our cavalry out to flank the infantry and ride down t
Maybe during combat, the Channeler can cast a 'teleportation' spell on himself that activates automatically if he is about to die? But the act of casting the spell uses up a lot of mana that could otherwise have been used in battle.
Hmmm, well if that is a tactical choice, then morale should be an issue. Telling a bunch of troops with low morale that they are expected to stand and die so some bear cavalry can flee like cowards = the army should disolve and everybody makes a break for it.
[quote]I really don't like the idea of random units dying. I want to choose what units I am going to try to protect during a retreat and which ones I am willing to sacrfice.[/quote] ......please explain why the AI/enemy human players should oblige you one what units you get to salvage and what units you lose??? There is a difference between a retreat and a fighting withdrawl. Retreat: Your units attempt to break contac
..........or we could just use the old Master of Magic auto-resolve retreat system where fleeing units have a % chance of being killed while running/modified by each fleeing units speed versus the fastest enemy unit speed. We could even throw in a 'how far your units are from enemy units when you pressed the retreat button = % modifier on chances of unit dying while fleeing'.
Damn Pigeonpigeon, can I quote that last part to my friends?
Heroes with their magic bolt strike pumped up were able to take out the great drakes. Second best guys were the ones who would throw their axe just before combat (if you gave them a massive melee attack = 1 dead great drake without the chance to strike back). Yeah, you could take the time to make some amazing artifacts for your heroes....although in a multiplayer game, trying to do that would = death!
Bundled would be nice! But it would probably be easier to offer a .pdf download for owners of the game.
...probably ends with Player A starting to pull ahead with military power, only for the diplomatic Player B (and his AI cadre/puppets) joining forces with Player C = massive showdown!
....that will be pretty cool. Player A is starting to reach a military steamroller position, but Player B is reaching a diplomatic/economic steamroller position, while Player C is reaching a spell casting steamroller position. How does that end?
Hmmm. I like diplomacy and alliances. I find personal satisfaction in working strategically and tactically with my allies in taking down more powerful enemies. I tend to be very protective of my allies interests. I am also quite happy to win diplomatic/alliance victories. Hehe, during my younger years I used to play a lot of multiplayer wargames with friends. Myself and a friend by the name of Tau were the most capable strategists/tactitions ou
Yeah, it made gameplay sense in AoW to disallow defenders from fleeing, but really sucked from a logic point of view. Telling ya, the MoM retreating '% chance of instant death for EACH unit that retreats/modified by the speed of each retreating unit versus the fastest enemy unit speed' is the way to go. Fast to process and makes perfect sense!
.....what is psychoak's most-oftne used word?
You say that, but you are in the Beta = you'll be the one to balance it!
Dude, I got laid off as well = going to dedicate an insane amount of time on this game! You can afford the $50 bucks, take the unemployed plunge with me on this one[e digicons]:thumbsup:[/e]
[quote who="landisaurus" reply="3" id="2261183"]personally I like the method of escape seen in Age of Wonders. So reaching the edge of the field will allow escape. (my problem with Age of Wonders is that you could get behind the escape tile) [/quote] Just pointing out that in Age of Wonders, ONLY the attackers could retreat from battle. The defenders didn't get an option to retreat.
I still think that a percentage chance on losing retreating units (modified by the INDIVIDUAL speeds of your units and the enemy units) is the way to go!
Well, I am all for varied outlooks for a well rounded alpha team.....but psychoravin!?!?! He'll just say that if Elemental isn't exactly the same as Spartan 1.13, it'll be a failure.
[quote who="Ellestar" reply="24" id="2260200"] Quoting psychoravin, reply 10Really? Go play Spartan on hardest or impossible and tell me how well you beat several ai's. You try to qualify your agenda with ignorant statements about playing other humans which is totally unintelligent of you and comparing apples to oranges once again (Can anyone stay on my subject matter? guess not that is typical of carebears). LOLNOOB Carebear - Term applied by PvP (player vs. player) part
In the movie, Psychoravin/Troll stabs Frodo. BUT, if you watch the Director's edition, you'll see Psychoravin/Troll then start talking smack to Frodo about how Real Halflings play Spartan 1.13 and how the Fellowship are a bunch of carebears who can't even fight their way out the Mines of Moria.
Luckmann gets karma +1 for threatning Psychoak with the most devestating weapon known to man!
He is like some kind of Messiah who'll bring all of humanity together in harmony...in order to better smite him!
....Psychoravin, what are you so confrontational about? So, you want tough, effective AI opponents? Well, this may shock you, but the rest of us want that too!
Hmmm, no speed differences between units on the strategic map??? That seems rather odd! Too bad, a 'unit speed/% chance of success fleeing combat' would have been a good concept to implement.